Catch 40
Check out scores 61-100 in maximum 6 darts each. 2-dart finish = 3 pts, 3-dart = 2 pts, 4-6 = 1 pt. Target: 40 points.
Board Coverage
Structured practice covering targeted board areas
22 of 22 targets active
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Goal
Catch 40 is a structured checkout training routine designed to sharpen your finishing ability across the 40 most common outshots in competitive darts. The goal is to check out every score from 61 thro...
Win Condition
As a solo training exercise, there is no opponent to defeat. Victory is measured against the 120-point scale. A score of 40 points is the namesake benchmark and represents competent checkout ability. ...
Objective
Catch 40 is a structured checkout training routine designed to sharpen your finishing ability across the 40 most common outshots in competitive darts. The goal is to check out every score from 61 through 100 — each within a maximum of six darts — earning points based on the efficiency of each finish. Your ultimate target is to accumulate as many points as possible out of a maximum of 120, with a benchmark score of 40 points giving the game its name.
Setup
You need a standard bristle dartboard, a set of three darts, and a scoresheet (or app) listing every whole number from 61 to 100 — 40 checkout targets in total. Next to each number, leave space to record the number of darts used and the points earned.
Catch 40 is a solo practice routine. No opponent or throwing-order determination is required. Work through the checkouts sequentially, beginning at 61 and finishing at 100. The maximum possible score is 120 points (all 40 checkouts completed in two darts each, at 3 points apiece).
Rules of Play
For each target score from 61 to 100, you must attempt to check out — that is, reduce the score to exactly zero with the final dart landing in a double segment (outer narrow ring) or the inner bullseye, just as in a standard 501 finish.
You are allowed a maximum of 6 darts per checkout. Because you throw three darts per visit, this means you have up to two visits to complete each outshot. Standard bust rules apply: if at any point during your attempt your remaining score drops below zero, reaches exactly 1 (which cannot be finished on a double), or reaches zero without the final dart being a double, that dart and any remaining darts in the visit are void and your remaining score reverts to what it was before that throw.
Points are awarded on a tiered basis according to how many darts you use to complete the checkout:
- 2-dart checkout — 3 points
- 3-dart checkout — 2 points
- 4-, 5-, or 6-dart checkout — 1 point
- Failed checkout (not completed within 6 darts) — 0 points
Special rule — 99 checkout: Because 99 cannot be finished in two darts under standard rules (there is no single combination of two darts that totals 99 ending on a double), completing 99 in 3 darts is awarded 3 points instead of the usual 2. This exception ensures the scoring system does not penalize a player for a mathematically impossible two-dart finish.
After recording your points for a given checkout, move on to the next number in sequence regardless of whether you succeeded or failed. You may not re-attempt a checkout.
Scoring
Points are tallied cumulatively as you progress through all 40 outshots. The tier system rewards dart efficiency:
- 3 points: Checkout completed in exactly 2 darts. For example, checking out 80 by hitting treble 16 (48) followed by double 16 (32) — two darts, 3 points.
- 3 points (special): Checking out 99 in exactly 3 darts. For example, treble 19 (57), single 2 (2), then double 20 (40) — three darts, 3 points (by exception).
- 2 points: Checkout completed in exactly 3 darts. For example, checking out 76 by hitting single 20 (20), treble 8 (24), then double 16 (32) — three darts, 2 points.
- 1 point: Checkout completed in 4, 5, or 6 darts. For example, if you take 5 darts to finish 87, you still earn 1 point.
- 0 points: Failure to check out within 6 darts. The checkout is forfeited and you proceed to the next number.
The theoretical maximum score is 120 points (39 two-dart checkouts at 3 points each, plus the 99 checkout in 3 darts at 3 points = 40 × 3 = 120). The benchmark target that gives the game its name is 40 points, representing a solid intermediate-to-advanced level of finishing ability. Track your totals over multiple sessions to measure improvement.
Winning
As a solo training exercise, there is no opponent to defeat. Victory is measured against the 120-point scale. A score of 40 points is the namesake benchmark and represents competent checkout ability. Scores above 60 indicate strong finishing; scores approaching 80–100 reflect elite-level proficiency. Record your results over time and aim to consistently raise your total.
When played head-to-head (see Variations), both players complete all 40 checkouts independently, and the player with the higher cumulative score wins. In the event of a tie, players may replay the full routine or contest a sudden-death playoff on a mutually agreed checkout (e.g., 80) with the fastest finish taking the match.
Variations
Beginner Subset (Catch 20): Limit the range to 61–80 (20 checkouts) for newer players who are still building their finishing repertoire. The maximum possible score is 60, and a target of 20 points serves as a reasonable benchmark. This shorter format reduces session length while focusing on the most frequently encountered two-dart finishes.
Extended Range (Catch 70): For advanced players seeking a greater challenge, extend the sequence to include 101–130 in addition to the standard 61–100 range. This adds 30 more outshots — many of which require precise three-dart planning — and raises the theoretical maximum to 210 points.
Head-to-Head Catch 40: Two players each complete all 40 checkouts independently, throwing alternately or sequentially, and compare cumulative scores at the end. The higher total wins. This variation adds competitive pressure that more closely simulates match-play finishing scenarios.
Strategy & Tips
Memorize your checkout chart from 61–100: This range covers the outshots you will face most often in competitive 501 play. Know the optimal two-dart and three-dart paths by heart — for example, 76 = treble 20 (60) + double 8 (16), 80 = treble 16 (48) + double 16 (32). Eliminating deliberation time lets you focus entirely on execution.
Prioritize "self-correcting" doubles: Aim for doubles that leave another useful double if you miss inside. Double 16 is the classic example: missing into single 16 leaves 16, which sets up double 8; missing double 8 into single 8 leaves double 4, and so on. Planning your setup shot to leave these forgiving doubles maximizes your chances of finishing within the fewest darts.
Treat each checkout as a fresh leg: Resist the urge to rush after a missed checkout or to relax after a string of successes. In match play, every visit to the oche is independent — train your mental reset here. Step back, re-establish your stance, and approach each of the 40 outshots with the same deliberate routine.
Track your weakest numbers: After several sessions, patterns will emerge — perhaps you consistently fail on 67 or 93. Isolate those problem checkouts for additional focused practice. Converting even one or two persistent zeros into one-point finishes can meaningfully lift your cumulative score.
Use the 99 exception as a confidence builder: Since 99 cannot be checked out in two darts, the three-point reward for a three-dart finish is an opportunity, not a penalty. A clean route such as treble 19 (57), single 10 (10), double 16 (32) is well within reach — treat it as a free 3-point pickup and execute with confidence.
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