Darts by Numbers
Darts is a maths game disguised as a throwing game. The board, the scoring, and the strategy all revolve around numbers. Understanding the mathematics makes you a smarter player.
Board Scoring
Segment Values
Each numbered segment on the board has four scoring zones:
- Single (large) — The two large sections of each segment. Worth face value (1-20)
- Double (outer ring) — The narrow ring at the edge. Worth double face value (2-40)
- Treble (inner ring) — The narrow ring halfway out. Worth triple face value (3-60)
- Bullseye (outer) — The green ring. Worth 25
- Bullseye (inner) — The red centre. Worth 50 (also counts as a double for finishing purposes)
Key Numbers
- Highest single dart: Treble 20 = 60 points
- Highest three-dart score: Three treble 20s = 180 (the "maximum")
- Outer bull: 25 points
- Inner bull (double bull): 50 points
- Lowest possible three-dart score (scoring): 3 (three single 1s)
The 501 Maths
Phase 1: Scoring Down
The goal is pure efficiency — reduce your score as quickly as possible. The maths here is straightforward:
- Average per dart tracks your scoring pace. A good club player averages 30+ per dart (90+ per three-dart visit). Strong amateurs hit 40+. Professionals average 50+ in competitive play
- Darts to reach a finish — From 501, if you average 60 per visit (three darts), you need about 8.5 visits to reach a double
Phase 2: The Checkout
Once you're at 170 or below, you can finish in three darts. This is where the real maths happens.
The Highest Checkouts
- 170 — T20, T20, Bull (the only three-dart finish from 170)
- 167 — T20, T19, Bull
- 164 — T20, T18, Bull
- 161 — T20, T17, Bull
- 160 — T20, T20, D20
Numbers 169, 168, 166, 165, 163, 162 are impossible to finish in three darts. There's no combination that works.
The Common Checkouts
| Score | Route | Notes |
|---|---|---|
| 100 | T20, D20 | Clean two-dart finish |
| 80 | T20, D10 | Common and comfortable |
| 60 | S20, D20 | Simple finish |
| 40 | D20 | One-dart finish, the standard |
| 36 | D18 | One-dart finish |
| 32 | D16 | Fan favourite — miss gives 16 (D8), then 8 (D4), then 4 (D2), then 2 (D1) |
| 20 | D10 | One-dart finish |
| 16 | D8 | One-dart finish |
| 10 | D5 | One-dart finish |
| 8 | D4 | One-dart finish |
| 4 | D2 | One-dart finish |
| 2 | D1 | The smallest possible finish |
The "Bogey Numbers"
Some scores are particularly awkward:
- 169 — Cannot be finished in three darts
- 168 — Cannot be finished in three darts
- 166 — Cannot be finished in three darts
- 165 — Cannot be finished in three darts
- 163 — Cannot be finished in three darts
- 162 — Cannot be finished in three darts
- 159 — Cannot be finished in three darts (but 158 can: T20, T20, D19)
The Safety Double: D16
Double 16 (32) is the most popular finishing target for good reason. If you miss and hit single 16, you're left on 16 — which is double 8. Miss that (single 8) and you're on 8 — double 4. Then double 2, then double 1. Each miss leaves you on a valid double. This "cascading" safety net doesn't work with other doubles (missing D20 gives you single 20, leaving an odd number that's not a double).
Cricket Scoring
In cricket, the maths is different:
- Numbers in play: 20, 19, 18, 17, 16, 15, Bull
- Three "marks" close a number (single = 1, double = 2, treble = 3)
- After closing, further hits score points if your opponent hasn't closed
- Points are only added for the player who has closed the number
Strategic maths: Close high numbers first (20, 19...) because they're worth more points. But also close numbers your opponent is scoring on to stop their run.
Quick Mental Arithmetic Tips
Darts requires fast mental maths. Some shortcuts:
- The "26" throw — Single 20, single 5, single 1. This is the most common bad three-dart visit. If you hear "26!" from the scorer, it's not a compliment
- Treble values to memorise: T20=60, T19=57, T18=54, T17=51, T16=48, T15=45
- For checkout routes: Work backwards from the double you want. If you want to finish D20 (40), and you're on 100, you need 60 first — that's T20
- Odd numbers left? You need to hit an odd single to get back to an even number for a double finish
- Always know your "out" — At every stage from 170 downward, know how you'd finish if you hit everything
Common Three-Dart Totals
These are the totals you'll score most often, and what they mean for your game:
- 180 — Maximum. Three treble 20s. The holy grail of any visit
- 140 — Excellent. T20, T20, S20. A very strong leg-building visit
- 100 — Solid. T20, S20, S20 or various combinations. The baseline for good scoring
- 85 — Decent. A typical competitive average visit
- 60 — Average. Three single 20s or similar. Need to improve
- 26 — Poor. The dreaded "26" — usually S20, S5, S1. Happens to everyone
The Maths of Practice
Understanding scoring maths helps you set practice goals:
- Home player target: Average 50-60 per three-dart visit
- Club player target: Average 60-80 per three-dart visit
- Strong amateur target: Average 80-100+ per three-dart visit
- Checkout percentage target: Hitting 30-40% of your double attempts puts you in good company
Track these numbers over time. Improvement in darts is measurable and motivating.
Darts scoring follows the standard rules of the World Darts Federation and the Darts Regulation Authority.