Skip to main content
DolfDarts homeDOLFDARTS

Checkout Challenge

Start at 21. Finish in 3 darts to increase by 10, miss to decrease by 1. Adaptive checkout training.

TN-015

At a Glance

Category

training

Mechanic

Training

Difficulty

Intermediate

Players

1

Estimated Time

~20 min

Board Type

standard

Equipment

Standard dartboard and darts

Also Known As

Checkout Trainer

Board Coverage Heat MapStructured practice covering targeted board areas. 22 of 22 targets active.2011841361015217319716811149125

Board Coverage

Structured practice covering targeted board areas

Primary
Secondary
Occasional

22 of 22 targets active

Your Compatibility

Set up your player profile to see how well this game matches your skill level.

Set Up Profile

Quick Rules

Goal

The Checkout Challenge is an adaptive training game designed to sharpen your ability to finish a checkout — hitting a double to close out a score — within three darts. The goal is to complete as many ...

Win Condition

In Timed mode , the game ends when the chosen time limit expires (20, 30, or 45 minutes). The player's final score is the total number of checkouts completed during the session. When multiple players ...

1 players~20 minintermediatestandard board

Objective

The Checkout Challenge is an adaptive training game designed to sharpen your ability to finish a checkout — hitting a double to close out a score — within three darts. The goal is to complete as many successful checkouts as possible, progressing through increasingly difficult target numbers as your skill allows.

Beginning at a chosen starting value (typically 21), you must check out each target in three darts or fewer, with the final dart landing in a double segment. Each successful checkout raises the target by 10, while each failure reduces it by 1, creating a self-adjusting difficulty curve that continuously challenges your finishing ability.

Setup

Before play begins, choose your game format: Timed mode (select a time limit of 20, 30, or 45 minutes) or Lives mode (select 5 or 10 lives). Agree on the format before the first dart is thrown.

Next, choose a starting checkout value. Three standard difficulty levels are recognized:

  • 21 – Beginner / standard starting point
  • 61 – Intermediate starting point
  • 91 – Advanced starting point

Any number of players may participate, each practicing individually and tracking their own progress. Prepare the scoreboard to display each player's current checkout target, number of completed checkouts, and remaining lives (if playing Lives mode). No special equipment is required beyond a standard dartboard and a set of three darts per player. Throwing order, when multiple players are practicing simultaneously, may be determined by a single dart thrown at the bullseye — closest to the bull throws first.

Rules of Play

Each round, the player is presented with a checkout target number that must be finished in three darts or fewer. The final dart of a successful checkout must land in a double segment (the outer narrow ring) or the inner bullseye (which counts as double 25). Standard double-out rules apply throughout the game.

Successful checkout: If the player reduces the target to exactly zero with the final dart landing in a double, the checkout is complete. The target value then increases by 10 for the next round. For example, if you successfully check out 21, your next target becomes 31. If you then check out 31, your next target becomes 41, and so on.

Failed checkout: If the player does not reach exactly zero within three darts, or reaches zero without the final dart being a double, or busts (goes below zero or to 1), the attempt is a failure. In Lives mode, the player loses one life. Regardless of mode, the target value decreases by 1 for the next round. For example, if you fail to check out 31, your next target becomes 30. If you then fail 30, your next target becomes 29.

Minimum target: The target value cannot fall below the starting value. If you began at 21 and fail that checkout, your next attempt remains 21.

Bust rule: Standard bust rules apply to each three-dart attempt. If your remaining score within a round goes below zero, reaches exactly 1 (since no double can finish on 1), or reaches zero without the final dart being a double, the remaining darts in that round are void. The attempt counts as a failed checkout.

For example, if your target is 41 and you throw single 9 (leaving 32), then double 16 — that is a valid checkout in two darts. But if your target is 41 and you throw treble 20 (60), you have busted immediately, and the attempt is failed.

Scoring

The primary performance metric is your success rate: the number of checkouts completed divided by the number of checkouts attempted. Players should track the following statistics throughout the session:

  • Checkouts completed: Total number of targets successfully checked out.
  • Checkouts attempted: Total number of rounds played.
  • Highest checkout achieved: The highest target value successfully completed during the session.
  • Total darts thrown: The cumulative number of darts used across all rounds.

For example, if a player starting at 21 successfully checks out targets of 21, 31, 41, 51, fails 61, fails 60, and then checks out 59, their stats would read: 4 checkouts completed out of 7 attempted (57% success rate), with a highest checkout of 59.

Standard dartboard values apply to all segments:

  • Single: face value (1–20)
  • Double (outer narrow ring): 2× face value (2–40)
  • Triple (inner narrow ring): 3× face value (3–60)
  • Outer bullseye: 25
  • Inner bullseye: 50 (counts as a double for checkout purposes)

Winning

In Timed mode, the game ends when the chosen time limit expires (20, 30, or 45 minutes). The player's final score is the total number of checkouts completed during the session. When multiple players are practicing simultaneously, the player with the most completed checkouts wins. In the event of a tie, the player with the higher highest-checkout value takes precedence; if still tied, the player with fewer total darts thrown prevails.

In Lives mode, the game ends when all lives have been lost. The player's final score is again the total number of checkouts completed before elimination. The same tiebreak criteria apply when comparing results across players. In either format, players are encouraged to record their scores over multiple sessions to track long-term improvement in checkout proficiency.

Variations

Starting Value Variants: The three recognized starting levels — 21, 61, and 91 — provide progressively harder training. Starting at 91 immediately presents three-dart combination checkouts (e.g., 91 = treble 17, double 20) and is recommended for experienced competitive players.

Two-Dart Challenge: An advanced variant in which the player is allowed only two darts per round instead of three. This limits the maximum achievable checkout to 110 (treble 20, inner bullseye) and forces more precise first-dart setups.

One-Dart Challenge: The most demanding variant, in which the player has only one dart per round. Only targets that are themselves doubles (or the inner bullseye at 50) can be checked out, making this a pure doubles-accuracy drill.

The Checkout Challenge is itself a structured training variant of standard double-out finishing practice, formalized into a progressive game format.

Strategy & Tips

Memorize the standard checkout chart: Before playing, study the optimal checkout paths for values from 2 up to 170. Knowing instantly that 76 = treble 20, double 8 or that 61 = treble 15, double 8 eliminates hesitation and lets you focus on execution rather than arithmetic.

Prioritize the most common match doubles: In competitive 501 and 301, certain finishes appear far more frequently than others. Drill checkouts of 40 (double 20), 32 (double 16), 36 (double 18), 24 (double 12), and 16 (double 8) until they become automatic — these are the doubles you will face most often in match play.

Plan your leave after each dart: On two- and three-dart checkouts, think backwards from the double you want to finish on. For example, on a target of 51, aiming single 11 to leave 40 (double 20) is often wiser than aiming single 19 to leave 32 (double 16) if your double 20 is more reliable. Know your own strengths and route accordingly.

Use this as a pre-match warm-up: A 20-minute Checkout Challenge session starting at 21 is an excellent warm-up before league matches or tournament play. It puts you under mild pressure, cycles through realistic finishing scenarios, and builds the confidence in your doubles that directly translates to match-winning performance.

Track your highest checkout over time: Your peak checkout value in each session is a reliable barometer of improvement. If your highest checkout climbs from 51 to 71 to 91 over several weeks, your finishing ability is measurably advancing. Set personal targets and aim to beat them.