Random Checkout
Random score between 40-170, must check it out within 3 darts. Great for checkout path memorization.
At a Glance
Equipment
Standard dartboard and darts
Also Known As
Checkout Challenge, Random Finish
Board Coverage
Structured practice covering targeted board areas
22 of 22 targets active
Your Compatibility
Set up your player profile to see how well this game matches your skill level.
Set Up ProfileQuick Rules
Goal
Clear a randomly assigned checkout score in three darts or fewer, with the final dart landing in a double segment or the inner bullseye. Random Checkout is a training exercise designed to sharpen your...
Win Condition
After the agreed number of rounds, the player with the most successful checkouts wins. If two or more players are tied on successful checkouts, the tiebreak goes to the player with the higher completi...
Objective
Clear a randomly assigned checkout score in three darts or fewer, with the final dart landing in a double segment or the inner bullseye. Random Checkout is a training exercise designed to sharpen your finishing ability by forcing you to calculate and execute checkout paths under pressure, replicating the critical closing moments of games like 501.
Setup
You need a standard dartboard, a set of three darts, and a method of generating random target scores — typically a random number generator on a phone, a darts training app, or an electronic dartboard with a built-in checkout challenge mode. The target range is normally set between 40 and 170 (the full spectrum of achievable three-dart double-out finishes), though the range can be adjusted to suit skill level.
Random Checkout can be played solo as a focused practice drill or competitively with two or more players. For competitive play, decide throwing order by each player throwing one dart at the bullseye — closest to the inner bull throws first. Prepare a scoreboard to track each player's successful checkouts, attempts, and optionally the number of darts used per successful checkout. Agree in advance on the total number of rounds (e.g., 10, 20, or 30 rounds).
Rules of Play
At the start of each round, a random target score is generated within the agreed range (typically 40–170). The player then has up to three darts to reduce that score to exactly zero. Standard double-out rules apply: 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 dartboard segment values are used:
- Single segment = face value (1–20)
- Double ring (outer narrow) = 2× face value (2–40)
- Triple ring (inner narrow) = 3× face value (3–60)
- Outer bullseye (25 ring) = 25
- Inner bullseye = 50 (counts as a double for checkout purposes)
Bust rule: If at any point during a turn the player's remaining score goes below zero, reaches exactly 1 (since no double can leave zero from 1), or reaches zero without the final dart being a double, the attempt is failed. The round is recorded as a miss and play moves to the next round (or the next player's attempt at the same target, depending on the format).
For example, if the random target is 85, a valid checkout path would be: treble 15 (45, leaving 40), then double 20 (40, reaching zero) — completed in just two darts. Alternatively, treble 19 (57, leaving 28), then double 14 (28, reaching zero). However, if the target is 85 and you throw treble 20 (60, leaving 25), then single 25 (leaving 0) — this is a bust, because the outer bullseye is not a double. You would need to hit the inner bullseye (double 25) to check out from 25.
Each player faces the same randomly generated target in a given round (in competitive play) to ensure fairness. Once all players have attempted the target, the next round begins with a new random score.
Scoring
Performance is tracked using the following metrics:
- Successful checkouts: The total number of rounds in which the player reached exactly zero with a valid double finish. This is the primary competitive metric.
- Completion percentage: Successful checkouts divided by total attempts, expressed as a percentage. For example, if you check out 14 times in 20 rounds, your completion rate is 70%.
- Average darts per checkout: Among successful checkouts only, the average number of darts used. A player who completes 10 checkouts using a total of 24 darts has an average of 2.4 darts per checkout.
Standard dartboard point values apply for subtracting from the target. For instance, if the assigned target is 120 and you hit treble 20 (60), you have 60 remaining. A subsequent treble 10 (30) leaves 30, and double 15 (30) finishes the checkout — three darts used, checkout successful.
Winning
After the agreed number of rounds, the player with the most successful checkouts wins. If two or more players are tied on successful checkouts, the tiebreak goes to the player with the higher completion percentage (relevant if any rounds were skipped or voided). If still tied, the player with the lower average darts per checkout wins, rewarding efficiency.
For solo practice, players should aim to improve their personal completion percentage and average darts over time. A common benchmark for advanced players is a completion rate above 50% across the full 40–170 range.
Variations
Reduced Range (Beginner): Narrow the random target range to 2–40 (single-dart checkouts only) or 2–80 to allow newer players to build confidence with doubles before tackling complex multi-dart combinations. This is an excellent introductory version for players still learning the standard checkout chart.
Any-Finish (Straight-Out): Remove the double-out requirement and allow the final dart to land in any segment. This shifts the focus from doubles accuracy to pure arithmetic and route-planning, and is sometimes used as a warm-up drill.
Timed Checkout: Each player has a fixed time limit (e.g., 30 seconds) from when the random target is revealed to when they must begin throwing. This adds pressure and trains players to recall checkout paths quickly, simulating match conditions.
High-Only (Expert): Restrict the random range to 100–170, focusing exclusively on the most demanding three-dart finishes. This variant is favoured by competitive players preparing for tournament play, as high checkouts often decide close legs.
Random Checkout is itself a structured training variant of standard 501 checkout practice, isolating the finishing phase of the game into a repeatable drill format.
Strategy & Tips
Memorize the standard checkout chart: The single most valuable preparation for Random Checkout is learning the optimal three-dart paths for every score from 170 down to 2. Start by committing the most common finishes (e.g., 40 = double 20, 80 = treble 20 then double 10, 100 = treble 20 then double 20, 170 = treble 20, treble 20, inner bull) to memory before filling in the gaps.
Prioritize high-percentage doubles: When multiple checkout paths exist, choose the route that leaves you on a double you hit most reliably. Most players favour double 16 because a miss into the single 16 leaves 16 — which sets up double 8, then double 4, then double 2, creating a forgiving chain of halving doubles.
Drill your weakest range first: Track which target numbers you fail most often and dedicate extra practice rounds to that range. If you consistently miss checkouts between 100–130, set the random generator to that window until your completion rate improves.
Think backwards from the double: When a random target appears, immediately identify which double you want to finish on, then work backwards to determine what you need with your first and second darts. For example, seeing 96, think: "I want double 16 (32) at the end, so I need 64 with my first two darts — treble 20 (60) leaves 36, which is double 18. Or single 20 leaves 76, then treble 20 leaves 16, which is double 8." Having a plan before you throw prevents wasted darts.
Track your statistics over time: Keep a log of your completion percentage and average darts per checkout across sessions. Quantifiable improvement — say, moving from 35% to 50% completion — is more motivating and more useful than vague impressions of how well you are finishing.
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