How to Play Darts: 501 and Cricket Rules Explained

Darts rules depend on which game you mean. 501 has each player start at 501 and throw three darts per turn, subtracting the total from their score, with the catch that the last dart of the leg must land in a double (or the inner bull) to finish exactly on zero - land below zero, on 1, or on zero without a double and the whole turn is voided (a bust). Cricket has players racing to close seven targets - 20 through 15 and the bull - by hitting each one three times (a single counts once, a double twice, a treble three times), then scoring points on any target they've closed that an opponent hasn't; closing everything while also having the highest points total wins. Both games are played on the same board from the same 2.37 m (7 ft 9 1/4 in) line. Read on for the board diagram, a worked example for each game, and where pub house rules commonly differ from the official rulebooks.

Quick facts

Players
2 or more, taking turns individually (501 is usually 1v1; cricket also works 2v2)
Play time
10-20 minutes per leg of 501; 15-30 minutes per game of cricket
Equipment
A regulation bristle dartboard (segments 1-20 plus outer bull and inner bull), Three steel-tip darts per player, each 50 g or less, An oche (throw line) and a tape measure, to set the board and line up at regulation distance, A chalkboard, scoresheet, or scoring app to track points and, in cricket, marks
Rule set
This page follows the standard tournament format both the Professional Darts Corporation (PDC) and the World Darts Federation (WDF) use for 501: straight start (no double needed to begin scoring), double (or inner bull) to finish. The two bodies agree on this core format and on the board itself - the difference that actually shows up at the pub or club level isn't PDC-vs-WDF, it's the house rule layered on top: many county and pub leagues require double-in as well as double-out, and the PDC's own World Grand Prix is the one notable televised exception that uses double-in. Cricket has no single global governing body's ruleset the way 501 does; the version below (standard, not cut-throat) is the common club and bar version.

Learning how to play darts really means learning two different games that share one board. This page covers 501, the countdown game most people picture first, and cricket, the marks-and-closing game that’s just as common in pubs and clubs, each with its own setup, turn structure, and worked scoring example. Both are thrown from the same board, at the same distance, with the same three darts per turn - only the goal and the scoring change.

Cricket darts rules and 501: how to play darts in a nutshell

In 501, you start at 501 and throw three darts a turn, subtracting their total from your score; the last dart of the leg must land in a double (or the inner bull) to finish exactly on zero. In cricket, there’s no countdown at all - you’re racing to close seven targets (20 down to 15, plus the bull) by hitting each one three times before your opponents do, while banking points on any target you’ve closed that they haven’t. Everything below follows the standard PDC/WDF tournament format for 501 (straight start, double to finish) and the common club version of cricket (not cut-throat); where a pub or house commonly plays it differently, that’s called out in its own section.

Setup: the board, the oche, and your darts

A regulation dartboard hangs with its center - the bull - exactly 1.73 m (5 ft 8 in) off the floor. The oche, the line players throw from, sits 2.37 m (7 ft 9 1/4 in) out from the face of the board, measured along the floor. Because that’s a horizontal distance and the bull is up at head height, tournament setups are often double-checked with a single diagonal measurement instead: a tape run from the bull’s center straight down to the back of the oche should read 2.93 m (9 ft 7 1/2 in) - if that diagonal is right, both the height and the distance are right.

The board itself is split into 20 numbered segments, running 20, 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12, 5 clockwise from the top - deliberately mixing high and low neighbors so a slightly off throw rarely lands on a big number twice. Two thin rings cross every segment: the outer ring doubles whatever number it sits in, and a second thin ring partway in trebles it. At the center, the outer bull is worth 25 and the smaller inner bull inside it is worth 50 - and for finishing purposes in 501, the inner bull counts as a double.

20 1 18 4 13 6 10 15 2 17 3 19 7 16 8 11 14 9 12 5 Outer ring = double Inner thin ring = treble Outer bull = 25 Center bull = 50 (a double) Numbers run clockwise from the top: 20, 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12, 5

Each player throws their own set of three steel-tip darts, no heavier than 50 g each, and every dart is removed from the board and handed back after a turn - you always throw your own darts, never an opponent’s. Track the running score (and, in cricket, the marks on each target) on a chalkboard, scoresheet, or the darts scoreboard tool, which also flags a bust automatically.

501: how a turn works

Each player starts a leg at 501. On your turn, you throw three darts and add up whatever you hit; that total is subtracted from your remaining score. Hitting the board anywhere counts normally except for finishing - a single, double, or treble on any numbered segment all add their plain value, doubled, or trebled, and the two bulls add 25 or 50. There’s no requirement to hit a double before you start scoring (that’s “straight start,” the standard both the PDC and WDF use); scoring begins with your very first dart.

The only restriction comes right at the end. You can’t just subtract your way to zero with any old dart - the dart that brings your score to exactly zero must land in a double segment or the inner bull. If a dart would take your score below zero, down to exactly 1, or to exactly zero without that final dart being a double, it’s a bust: the entire three-dart turn is voided, your score reverts to whatever it was before you picked up your darts, and play passes to the next player.

501 scoring and checkouts

Say a player’s score has come down to 32, with three fresh darts in hand. Throwing a single 16 first brings the score to 16; throwing double 8 next brings it to exactly zero on a double, and the leg is won right there - the player doesn’t even need their third dart. That’s a checkout: a finish planned around hitting a specific double at the end rather than just scoring the most points possible.

The same 32 also shows how a bust works. If that first dart had landed in treble 16 instead of a single, the score would drop to 32 minus 48, a negative number - an instant bust. The whole turn is thrown away, the score stays at 32, and the player tries the same finish again on their next visit. Planning a checkout around a number you can comfortably reach with room to spare, rather than one that busts if you’re even slightly off, is most of what separates a confident finish from a wasted turn.

How a leg of 501 ends

A leg ends the instant a player’s score reaches exactly zero on a double or the inner bull - that dart is the last one thrown, even if there are darts left in the player’s hand that turn. Most matches aren’t decided by a single leg: play continues leg after leg, with the loser of each leg throwing first in the next, until one side has won enough legs to take a set (commonly the best of 5), and enough sets to take the match.

Cricket: how a turn works

Cricket uses the same board, the same three darts, and the same alternating turns as 501, but ignores the 501 countdown entirely. The targets are the numbers 20 down to 15, plus the bull - nothing else on the board counts for anything. Each hit on a target earns marks: a single scores one mark, a double two marks, and a treble three marks (so a treble closes a target outright in a single dart). Hitting a target three times across one or more turns closes it for you.

Once you’ve closed a target and at least one opponent hasn’t closed it yet, every additional mark you throw on that target scores points instead of just adding marks - the target’s number, multiplied by the marks that dart was worth (so a treble 18 after 18 is already closed scores 18 x 3 = 54). The bull works the same way, worth 25 per mark instead of a number’s face value. A target becomes dead once every player in the game has closed it; once dead, nobody can score on it again no matter how many more darts land there.

Cricket scoring: marks, opening, and point accumulation

Say Player A’s first visit of the game is three darts at 20: treble 20, treble 20, then a single 20. That’s 3 + 3 + 1 = 7 marks on the number 20 in one turn. The first 3 marks close the 20 for Player A. Player B hasn’t thrown at 20 yet, so it isn’t dead - it’s open for A to score on, and the 4 marks beyond what closed it count as points: 4 x 20 = 80 points added to A’s total, all from one visit.

Play continues, and later in the game Player B finally throws three darts into 20 as well, closing it on their side too. The instant both players have closed it, 20 goes dead for good - from that point on, a dart in the 20 scores nothing and closes nothing for anyone, no matter who throws it.

How a game of cricket ends

A game of cricket ends the moment every target - 20 down to 15, plus the bull - has been closed by at least one player, and the player checking that final box also has a points total at or above every opponent’s. If you close every target first but you’re still behind on points, the game doesn’t end: it keeps going until you catch up on points or an opponent closes out everything with enough points to win outright.

Common variations and house rules

Darts shares its throw-and-score rhythm with other target games worth a look on game night: cornhole and bocce both reward the same precision-over-power instinct, just with bags and balls instead of darts, and shuffleboard and pickleball both split into a “which version do you mean” question the same way darts splits into 501 and cricket.

Frequently asked questions

How many points do you need to win darts?

It depends on the game. 501 and 301 count down from that starting number to exactly zero, finishing on a double or the inner bull. Cricket has no points target at all - you win by closing all seven targets (20 through 15 and the bull) while also having a points total equal to or higher than every opponent's.

What is a bust in darts?

A bust is a dart, or a turn, that takes your remaining 501/301 score below zero, down to exactly 1, or to exactly zero without the final dart landing in a double. A bust voids the whole three-dart turn, not just the offending dart - your score reverts to whatever it was before you picked up your darts that turn.

Why do you have to double out in darts?

Double-out is the standard finishing rule in both PDC and WDF play: the dart that brings your score to exactly zero must land in a double segment (including the inner bull, which counts as a double). It rewards aim under pressure, since most of a leg is ordinary scoring but the last dart has to hit a specific narrow ring.

How do you score in cricket darts?

Hit a target (20 through 15, or the bull) three times to close it - a single counts one mark, a double two, a treble three, so a treble closes it in one dart. Once you've closed a target and an opponent hasn't, every further hit there scores points equal to the number's value times the marks just thrown.

What is the difference between 501 and cricket darts?

501 is a countdown game: subtract your three-dart total from 501 each turn until you hit zero exactly with a double. Cricket ignores the running total entirely - you're racing to close seven specific numbers before your opponents, with points only acting as a tiebreaker once every target is closed by someone.

Sources