How do you play 21 points in darts?

How do you play 21 points in darts featured image with mini game score setup

To play 21 points in darts, first agree the target list and scoring rules, then take turns throwing three darts and collecting marks or points until a player reaches the agreed total of 21. It is usually a practice or pub game rather than a single official professional format, so house rules should be confirmed before the first dart.

Last reviewed: 24 August 2026. This guide explains a clear beginner-friendly 21 darts format, common variations and how to keep the game fair.

21 points darts game infographic showing targets marks and house rule variations
A simple 21 darts structure: choose targets, throw three darts, count marks and agree whether exact 21 is required.

The direct answer

The easiest version of 21 is a target-and-mark game. Choose the targets, usually numbers such as 20 down to 15 plus bull. Players take turns throwing three darts. A single hit counts as one mark, a double counts as two marks and a treble counts as three marks. The first player to reach 21 marks wins, unless your group agrees that the winner must land exactly on 21.

This makes 21 useful for practice because it rewards hitting chosen targets, not just throwing at treble 20. It can be played by two players, teams or a small group.

Agree the rules first

There is no single universal 21 format used everywhere. Some groups play first to 21 or more. Some require exact 21. Some use only numbers 20 to 15 and bull. Others use random targets, all numbers or two-dart combinations that total 21.

Before playing, agree four things: target list, scoring method, whether you need exact 21, and what happens if a player goes over. That prevents the game turning into a rules argument after someone is close to winning.

Beginner-friendly rules

  1. Write the targets on the scoreboard: 20, 19, 18, 17, 16, 15 and bull.
  2. Each player throws three darts per turn.
  3. Only darts landing in the target list count.
  4. Singles count 1 mark, doubles count 2 marks, trebles count 3 marks.
  5. The first player to 21 marks wins.

This version is simple, measurable and close enough to cricket-style counting that many darts players understand it quickly.

How to mark the score

Use slashes, X marks or numbers. A single mark can be shown with a slash. Two marks can be shown as an X. Three marks can be shown as a circled X or simply written as 3. The exact notation matters less than consistency.

If you are playing first to 21 total marks, keep a running total next to each player's name. If you are also tracking individual target numbers, mark the hits under each number as well.

Example turn

Suppose the targets are 20 to 15 plus bull. A player hits treble 20, single 18 and single 5. The treble 20 counts three marks, the single 18 counts one mark, and the single 5 scores nothing because 5 is not on the target list. The visit is worth four marks.

If the same player later hits double bull and your rules count inner bull as two marks, they add two more marks. Some groups count outer bull as one and inner bull as two; agree that before starting.

Exact 21 or first past 21?

Exact 21 creates more pressure because a player on 20 needs one mark and may bust or reset if they hit too many. First past 21 is easier for beginners because the game ends as soon as someone reaches or beats the target.

For a family or beginner game, first to 21 or more is usually better. For a stronger practice game, exact 21 adds decision-making and makes doubles and singles matter differently near the finish.

Two-dart 21 variation

Another practice version asks players to make exactly 21 with two or three darts. For example, single 20 plus single 1 makes 21, or treble 7 makes 21 with one dart if your version allows normal scoring. Some digital training games use their own scoring bonuses and bust rules.

If you use this version, write it clearly as a separate game. It trains arithmetic and target choice, while the mark-counting version trains target accuracy.

What skills does 21 build?

Twenty-one builds target discipline. Because only agreed targets count, players learn to aim with purpose instead of throwing every visit at the same segment. It also teaches doubles and trebles as multipliers when they count for two or three marks.

The game is also useful for groups with mixed ability. Stronger players can use exact 21 or harder targets. Beginners can use first past 21, larger target lists and simple mark counting.

Common mistakes

  • Not agreeing house rules: decide exact 21, busts and bull values first.
  • Changing targets mid-game: keep the list stable until the game ends.
  • Counting non-target hits: a good dart only counts if it hits the agreed target.
  • Making it too hard for beginners: first past 21 is usually better than exact 21 to start.
  • Using unclear score marks: write totals plainly so everyone can follow.

Practice routine

Play three games. In game one, use first past 21 with targets 20 to 15 and bull. In game two, require exact 21. In game three, remove the player's strongest target and force them to use the rest of the board.

This creates progression without changing the basic game. It also keeps the practice useful after the rules are understood.

How to choose targets by ability

For new players, use wide target choices such as any single number from 20 down to 15 and bull optional. This keeps the game moving and gives players a reason to learn more than the top of the board. For intermediate players, require the specific target called before the throw. For stronger players, use only doubles, trebles or a random target list.

The target list should stretch players without making the game collapse. If a beginner cannot score marks for several visits, widen the target list. If a stronger player wins too quickly, require exact 21 or make doubles and trebles the only scoring beds.

Scoreboard example

A simple scoreboard can show each player name and a running total. For example: Alex 7, Sam 5, Priya 11. If you are tracking target categories too, write 20, 19, 18, 17, 16, 15 and bull across the top and mark hits underneath.

Running totals are easiest for casual games. Detailed target rows are better for practice because they show which numbers a player avoids or misses under pressure.

Handicap options

Twenty-one works well with mixed abilities because the rules are easy to adjust. A beginner can start with 5 marks already on the board. A stronger player can be required to finish exactly on 21. Another option is to let beginners count any single on the target number, while stronger players only count doubles and trebles.

Handicaps should make the game competitive without hiding the skill being trained. The aim is still better target control, cleaner scoring and more confident turns.

What happens if you go over 21?

This depends on the version. In first-past-21, going over does not matter; the player wins as soon as the total reaches 21 or more. In exact-21, going over can either bust the visit, reset the player to the previous total, or reduce the player back to a penalty score.

For beginners, use the simplest exact rule if you want one: if a player goes over, the visit does not count and their score returns to what it was before the turn. That keeps the game understandable.

Playing 21 with teams

For teams, alternate players within each team and keep one shared total. Team A throws three darts, then Team B throws three darts. The next player in each team takes the following turn. This keeps everyone involved and prevents one stronger player from taking every important visit.

If teams are uneven, use handicaps. The weaker team can start on three or five marks, or the stronger team can be required to finish exactly on 21. Keep the adjustment visible on the scoreboard.

Good variations to try

One useful variation is "called target 21". Before each turn, the player must name the target number they are attacking. Only that number counts during the visit. Another variation is "rotating target 21", where every player attacks the same number for one round before the group moves to the next target.

For finishing practice, use doubles-only 21. Singles do not count, doubles count two marks and trebles can either be ignored or counted as three depending on the focus. This version is harder but useful for players who need more outer-ring confidence.

Why play 21 instead of 501?

501 is the main competitive format, but it can be slow for beginners because a leg may take many visits and checkout maths can dominate the session. Twenty-one is shorter, more focused and easier to adapt to a specific practice goal.

Use 21 when you want target repetition, group play or a warm-up game. Use 501 when you want full scoring, checkout pressure and match realism. Both have value, but they train different things.

How to keep 21 fair

Fairness comes from clear rules, not from making every player use the same difficulty. A beginner and a league player can play the same game if their conditions are adjusted. The beginner might count singles, doubles and trebles, while the stronger player only counts doubles and trebles.

Review the rules after one game. If one player wins too easily, adjust the next game rather than arguing during the current one.

Equipment that helps

A clear dartboard and good lighting make target games easier to score. Use dartboard surrounds for missed practice darts, or a dartboard stand if you need a temporary legal setup.

For players, comfortable darts or dart sets make repeated target practice easier. Keep darts accessories ready so damaged flights do not skew the practice.

Visual guide: how to apply this at the board

Home setup quality check play 21 points in darts Make the board, oche and darts repeatable before judging your throw. 1 Measure once Confirm height and throwingdistance with the board fixed inplace. 2 Protect the area A surround, mat and clear wallspace reduce hesitant throwing. 3 Control variables Change flights, stems or weight inisolation. 4 Retest fairly Use the same target and number ofvisits before drawing conclusions. If the setup moves, the throw cannot give clean feedback. Stability comesbefore fine-tuning.
A practical decision map for applying the play 21 points in darts answer at a real board.
Decision matrix play 21 points in darts Fixed setup Variable setup Equipment issue Technique issue Practise calmly Build repeatability before addingpressure. Pre-plan the miss Know the recovery route before thevisit starts. Trust the process A clean routine matters more thanone perfect dart. Slow the decision Pressure rewards clear choices,not rushed fixes. Use the quadrant that matches the next dart, not the story you toldyourself after the last miss.
Use this matrix to turn the play 21 points in darts question into the right practice, scoring or setup decision.

Related reading

For more beginner games and scoring, read the simple rules of darts, how to score darts, how beginners learn darts, how to play 51 points in darts and how to play darts 15 to 20.

Sources used

Bottom line

Twenty-one is best treated as a flexible darts practice game. Choose the targets, count singles as one mark, doubles as two and trebles as three, then race to the agreed total of 21. Confirm house rules before starting.

FAQ

Is 21 an official darts game?

It is better described as a practice or pub-game format with local variations.

Do you have to hit exactly 21?

Only if your group agrees that rule. Beginners often play first to 21 or more.

How many darts do you throw?

Usually three darts per turn.

Do doubles and trebles count?

In the common mark-counting version, doubles count two marks and trebles count three.