Dart Games: 301 and 501


301 and 501, the '01 games, are definitely among the most popular dart games today. If you see people playing darts, they are probably either playing an '01 game or cricket. The rules to the '01 games are surprisingly simple but don't let that fool you; there is definitely some skill and strategy in these games.

In the '01 games every number on the board is open for play. Some numbers are used more extensively though, the higher numbers especially for scoring points. At the beginning of the game, the players begin with 301 or 501 points, depending on which game they are playing. The object of the game is to get to zero, exactly, by subtracting each turns score.

There are two ways to start a game of '01: by playing double in or straight in. If playing double in, you have to hit a double score (the outer ring) of any number first, that dart scores and all following darts score as well. If you do not hit a double on your first turn, you do not score and try again your next turn. If you are playing straight in, scoring starts immediately with your very first dart. Often, 301 is played double in and 501 is played straight in.

To win any '01 game, you must hit a double with the last dart to reach exactly zero; this is called doubling out. So, if you had a score of 36 remaining, you would need a double 18 to win. The lowest permissible score is 2 (you would need a double 1 to win). If you fall below 2, you have busted and your turn is null and void and you go back to your previous score.

Between the beginning of the game and the time you double out you want to rack up as many points as possible to subtract from the total, starting with 301 or 501. Double and triple scores count during this time (hitting a triple 15 would lower your score by 45 points).

'01 Strategies

There are three things you need to be able to do to be successful at '01. You need to be able to hit doubles (especially if you are playing double in), score points, and know the best scoring possibilities to calculate the best out. Being able to hit doubles is important because you will need to hit a double to win the game, and if playing double in, to start the game. You will need to be able to score big because once the game has started it's a race to zero. The hardest part of the game to learn is knowing your outs; we will cover this in a minute.

A good strategy for doubling in is to try and focus on either the left or right side of the board. The reason for this is simple, if you miss your intended target you are more likely to hit an adjacent target.

The best way to score points is to shoot for the high numbers on the board, most likely the 19 or 20. It is possible to score 180 points in a single turn: three triple 20s.

To double out you need to become comfortable with the following doubles: 20, 16, 12, 8, 4, 2, and 1. Equally as important as being able to hit a double to get out is knowing what your best out is. For instance, with a score of 140 remaining, you would want to try for a triple 20, triple 20, and then a double 10. The key to success in '01 games is to know these outs and be able to calculate them on the fly. It probably sounds confusing to those of you new to this, but it will quickly become second nature. For a list of outs please see this chart - out chart.

'01 Variations

101. This is just like 301 and 501 except that you only start with 101 points. It is possible to win this game in a single turn, if you have been paying attention you should know how. This game makes for excellent practice on learning your outs.

401, 601, 701, etc. You can pretty much play with whatever number you'd like, same rules apply as the other '01 games.

111. This isn't really a variation; it's more like a modification to existing '01 games. If you have a score of 111 you may try, with a single dart, to hit the triple 1 to win the game. If you miss, your turn is over and you score no points.

222 and 333. Same as 111 except that you go for the triple 2 in 222 and the triple 3 in 333.