Kent Doubles
Yorkshire-style board brought to Kent by migrating miners. No trebles ring.
At a Glance
Category
regionalMechanic
CountdownDifficulty
Intermediate
Players
2–8
Estimated Time
~22 min
Board Type
yorkshire
Equipment
Yorkshire-style board (Kent variant)
Also Known As
Kent Board Darts
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
Be the first player to reduce your starting score to exactly zero, with the final dart landing in a double segment. Kent Doubles is played on a distinctive regional board — a larger variant of the Yor...
Win Condition
The first player to reach exactly zero wins the leg. The final dart must land in a double segment. In most Kent leagues, the bullseye (50) does not count as a double for finishing purposes — the last ...
Objective
Be the first player to reduce your starting score to exactly zero, with the final dart landing in a double segment. Kent Doubles is played on a distinctive regional board — a larger variant of the Yorkshire dartboard — that features no treble ring and no outer bullseye, making precise singles and doubles play the heart of the game.
Setup
Kent Doubles is played on the Kent Doubles dartboard, a larger version of the Yorkshire board. The board features the standard 1–20 number layout arranged around the face, a double ring (outer narrow ring), single segments, and a single bullseye scoring 50. Crucially, the board has no treble ring and no outer bull (25). Because the board is physically larger than a standard Yorkshire board, the numbers are typically placed on the board rim rather than on a wire number ring.
Agree on a starting score before play begins. Common starting totals are 301, 501, or 701. Each player's or team's score is written on the scoreboard at the agreed starting value. To determine throwing order, each player throws one dart at the bullseye; the closest dart throws first.
The board's origins trace back to Yorkshire miners who migrated to the Kent coalfields, bringing their regional dartboards with them. If you are entering league play in the region, confirm the starting score and any local rule variations with the match organiser before the first dart is thrown.
Rules of Play
Players take turns throwing three darts per visit. After each visit, the total of all three darts is subtracted from the player's remaining score. Competition games are typically played straight-in — any dart counts from the first throw — with a compulsory double finish.
Because the Kent board has no treble ring and no outer bull, the segment values are as follows:
- Single segment – face value (1–20)
- Double ring (outer narrow ring) – 2× face value (2–40)
- Bullseye (centre) – 50 points
- No treble ring exists – there is no way to score 3× a segment's value
- No outer bull exists – there is no 25-point ring
The maximum score with a single dart is 50 (bullseye). The maximum score per visit (three darts) is 150 — three consecutive bullseyes.
Bust rule: If a player's remaining score goes below zero, reaches exactly 1 (since no double can reduce 1 to zero), or reaches zero without the final dart being a double, the entire turn is void. The player's score reverts to what it was at the start of that visit.
For example, if a player has 42 remaining and throws single 10 (leaving 32), then double 16 — that is a valid checkout. However, if a player has 30 remaining and throws single 20 followed by single 11 (totalling 31, which exceeds 30), the turn is bust and the score resets to 30. Similarly, if a player has 40 remaining and throws two single 20s to reach zero, the turn is bust because the final dart was not a double.
Darts that miss the scoring area or bounce out of the board cannot be re-thrown. Only darts that remain in the board at the end of a throw count for scoring.
Scoring
Scoring on the Kent Doubles board is straightforward but notably slower than on a standard dartboard, owing to the absence of trebles:
- Single: 1–20 points (face value of the segment)
- Double: 2–40 points (2× the segment number)
- Bullseye: 50 points (the only centre target; there is no outer bull)
For example, hitting single 20 scores 20, while hitting double 20 scores 40. On a standard board, triple 20 would score 60 — but that option does not exist here. A visit of single 20, double 20, and bullseye would total 110 (20 + 40 + 50). The highest possible three-dart visit is 150 (three bullseyes), compared to 180 on a standard board.
Because the maximum per-dart score is 50 rather than 60, games on the Kent board generally require more visits to reach a checkout. In a game of 501, for instance, a player averaging 50 per visit (a strong rate on this board) would need roughly 10 visits before entering finishing range.
Winning
The first player to reach exactly zero wins the leg. The final dart must land in a double segment. In most Kent leagues, the bullseye (50) does not count as a double for finishing purposes — the last dart must land in the outer narrow (double) ring of a numbered segment. Always confirm this rule with your league or match organiser, as some local rules may permit a bull finish.
In league and competition formats, matches may be structured as best-of-a-set-number of legs (e.g., best of 3 or best of 5). Regional league nights commonly feature a mix of formats: pairs games at 701, singles games at 501, and team games at 1501, with the overall match result determined by the aggregate of legs won across all formats.
Variations
Starting-score variants: The most common starting totals are 301, 501, and 701. Shorter games (301) suit head-to-head singles, while longer formats (701, 1501) are used for pairs and team events where multiple players contribute darts. The core rules — straight-in, double-out, no trebles, no outer bull — remain the same regardless of starting score.
Bull-as-double finish: Some local leagues permit the bullseye (50) to count as a valid finishing double. Under this variation, a player with exactly 50 remaining may check out by hitting the bull. This significantly expands checkout options at higher remaining scores. Confirm before play whether this rule is in effect.
Parent game — Yorkshire Darts: Kent Doubles is a direct descendant of Yorkshire-board darts. The rules are identical; the distinction is the physically larger Kent board, which alters the feel and spacing of the doubles ring. Players accustomed to the standard Yorkshire board should allow time to adjust to the Kent board's dimensions.
Strategy & Tips
Prioritise the bullseye for heavy scoring: With no treble ring, the bullseye at 50 is the single highest-value target on the board. Consistently hitting the bull is the fastest way to reduce your score. Three bulls in a visit (150) is the Kent board's equivalent of a 180 — treat it as your primary scoring target.
Master double 20 as your workhorse: Double 20 (40) is the highest-value double on the board and should be your go-to scoring double when the bull feels out of reach. A visit of three double 20s scores 120 — a very competitive rate on this board.
Plan checkouts without trebles: Standard checkout charts assume a treble ring exists. On the Kent board, you must recalculate finishing paths using only singles, doubles, and the bull. For example, to check out from 80, you cannot throw treble 20 and double 10. Instead, consider double 20 (40) followed by double 20 (40), or bull (50) followed by double 15 (30). Build a personal checkout reference for this board.
Set up your preferred double early: Because scoring is slower on a no-trebles board, you will spend more turns in checkout range. Use those extra darts wisely — deliberately leave yourself on a familiar double rather than scrambling. Double 16 remains a strong target because missing inside leaves single 16, which sets up double 8.
Practise on an actual Kent board: The Kent board is physically larger than both the standard dartboard and the Yorkshire board. Segment widths, double-ring spacing, and throwing feel differ noticeably. If you are preparing for league play, practise on the specific board you will compete on — muscle memory from a standard board will not transfer perfectly.
Related Games
301
Players start at 301 and subtract scores each turn, finishing on a double. Fast format ideal for beginners or quick multi-leg matches.
501
The standard competition game used in PDC World Championship and all major tournaments. Players count down from 501, finishing on a double.
701
Longer X01 format traditionally used for doubles (pairs) play in leagues and team competitions.
901
Marathon X01 format where endurance and scoring consistency are critical. Popular in team events.