Hubbe
Practice checkouts from 101-130 with 3 darts each. Trains the critical high-finish range.
Board Coverage
Structured practice covering targeted board areas
22 of 22 targets active
Your Compatibility
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Goal
Hubbe is an advanced solo training routine designed to sharpen your ability to check out high scores in three darts. The player works through every checkout from 101 to 130 — thirty attempts in total ...
Win Condition
There is no opponent to defeat in the standard Hubbe format; the player competes against their own previous totals. Record your score after each session and track your progress over time. Improvement ...
Objective
Hubbe is an advanced solo training routine designed to sharpen your ability to check out high scores in three darts. The player works through every checkout from 101 to 130 — thirty attempts in total — earning points on a tiered scale that rewards both successful finishes and correct setup play. The goal is to accumulate the highest possible score out of a maximum of 150 points.
Setup
A standard bristle dartboard and three darts are required. No opponent is necessary — Hubbe is a solo practice routine, though two or more players may complete the exercise independently and compare total scores afterward.
Prepare a scorecard listing every target checkout from 101 through 130 (thirty rows). Each row should have space to record the three darts thrown and the points earned for that attempt (5, 3, 1, or 0). Begin at 101 and proceed in ascending order through 130. No special throw is needed to determine order; simply start when ready.
Rules of Play
For each target score (101, 102, 103, … 130), the player throws exactly three darts attempting to check out that number — that is, to reduce it to exactly zero with the final dart landing in a double segment or the inner bullseye, just as in a standard 501 finish.
After each three-dart attempt, award points according to the following tier system:
- 5 points – The checkout is completed within the three darts. The final dart lands in the required double (or inner bullseye), bringing the remaining score to exactly zero.
- 3 points – The player set up the checkout correctly and attempted the finishing double, but missed it with the last dart thrown. In other words, the player was on the correct route and threw at the right double but did not hit it.
- 1 point – The player's darts leave a finishable double remaining (a score that can be checked out with one dart on a double), but the player did not get the opportunity to throw at that double within the three darts — typically because the setup required all three darts just to reach the double, or because an earlier dart strayed from the ideal path yet still left a valid double.
- 0 points – The player failed to set up a finishing double at all. The remaining score after three darts is not a valid double checkout, or the player busted.
Example 1 (5 points): Target is 110. The player throws treble 20 (60), single 10 (10), then double 20 (40). Total: 60 + 10 + 40 = 110. Checkout complete — 5 points.
Example 2 (3 points): Target is 101. The player throws treble 19 (57), single 12 (12), leaving 32. The player aims at double 16 with the third dart but misses, hitting single 16 instead. The setup was correct (T19–12–D16 is a standard 101 route), and the double was attempted — 3 points.
Example 3 (1 point): Target is 101. The player throws single 19 (19), single 20 (20), leaving 62. Then hits double 15 (30), leaving 32 — a valid double-16 finish, but no dart remains to attempt it — 1 point.
Example 4 (0 points): Target is 115. The player throws single 5, single 20, single 18 — total of 43, leaving 72. Because 72 is still achievable in theory (e.g., T12–D18), the player has not set up a simple one-dart double finish from the three darts thrown, and the route was off course — 0 points.
After recording the points for each target, the player advances to the next number. The routine is complete once all thirty checkouts (101–130) have been attempted.
Scoring
Points are tallied cumulatively across all thirty checkout attempts:
- 5 points per successful checkout
- 3 points per correct setup where the finishing double was attempted but missed
- 1 point per attempt that leaves a valid finishing double without the player having the chance to throw at it
- 0 points for a failed setup
The maximum possible score is 150 (30 checkouts × 5 points). A perfect score means the player checked out every number from 101 to 130 within three darts — an exceptional feat even for professional-level players.
As a benchmark, consistently scoring above 90 (an average of 3 points per attempt) indicates strong high-checkout proficiency, meaning the player is routinely finding the correct route and reaching the finishing double.
Winning
There is no opponent to defeat in the standard Hubbe format; the player competes against their own previous totals. Record your score after each session and track your progress over time. Improvement in your Hubbe total correlates directly with improved high-finish conversion in match play.
When two or more players complete the routine in the same session, the player with the highest total out of 150 wins. In the event of a tied score, a tiebreak may be played by repeating a subset of checkouts (e.g., 120–130) and comparing those scores.
Variations
Extended Range Hubbe: Players may expand the routine beyond 101–130 to include additional checkouts — for example, 100–140 or even 100–170 (the maximum three-dart checkout). This increases the number of attempts and the difficulty ceiling, though checkouts above 130 increasingly require hitting the bullseye and may warrant separate practice.
Focused Subsets: Rather than working through the full 101–130 range, a player may isolate a specific subset of troublesome checkouts (e.g., 101–110 only) and repeat them multiple times in a single session for concentrated practice.
Companion Routine – Catch 40: Hubbe is often paired with Catch 40, a related training game that covers the checkout range of 61–100. Together, the two routines provide comprehensive practice across nearly all common three-dart finishes encountered in 501 match play.
Head-to-Head Format: Two players complete the full 101–130 routine side by side, alternating throws at the same target number. The player with the higher total at the end of the session wins. This format adds competitive pressure that simulates match-play nerves on checkouts.
Strategy & Tips
Memorize your routes before you throw: The 101–130 range demands pre-planned checkout paths. Before each attempt, know exactly which treble you are aiming at, what your leave should be, and which double you intend to finish on. Common routes to commit to memory include: 101 = T17–Bull (50), 120 = T20–S20–D20, and 130 = T20–T10–D20. Walking up to the oche without a plan guarantees 0-point rounds.
Lean on T20 and T19 as your primary setup shots: The vast majority of checkouts in the 101–130 range begin with treble 20 (60) or treble 19 (57). These two segments open up the widest variety of second- and third-dart finishes. When you stray to unfamiliar trebles, the remaining math becomes harder to manage under pressure.
Value the 3-point score — it means you did almost everything right: The tiered scoring system is designed so that a 3-point round (correct setup, missed double) is far more valuable than a 0-point round. If you consistently score 3s, your checkout routes are sound and only your doubling accuracy needs work. Track how many 3s versus 0s you record; a high 3-to-0 ratio signals that you are close to a breakthrough in finishing.
Use Hubbe to identify your weakest checkouts: After several sessions, patterns will emerge. You may find that you consistently score 0 on, say, 107 or 124 because you lack a reliable route. Isolate those numbers and drill them separately until you have a confident plan for every score in the range.
Pair Hubbe with Catch 40 for complete checkout training: Hubbe covers the high-finish range (101–130) while Catch 40 addresses 61–100. Practicing both routines in a single session builds fluency across nearly every checkout scenario you will face in competitive 501 — from the routine 64 finish to the pressure-laden 121.
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