Darts starts on 501 rather than 500 mainly because 501 became the standard competitive “01” format: it is long enough for a proper scoring phase, short enough for watchable legs, and awkward enough under double-out rules to create real setup and checkout decisions.
Last reviewed: 24 August 2026. This guide explains the honest reason behind 501, what the extra point changes, why 500 would still be playable, and how the format affects scoring strategy.

The direct answer
The direct answer is that 501 is a traditional standard, not a number chosen because 500 is mathematically impossible. You could play darts from 500 if everyone agreed the rules. The reason organised darts uses 501 is that the format settled around odd “01” totals such as 301, 501, 701 and 1001, usually with a double required to finish.
That combination gives the game its rhythm. Players spend the first part of the leg scoring heavily, the middle part managing the remaining total, and the final part trying to land an exact double. 501 has enough length to reward scoring power without making each leg drag, which is why it became the main professional matchplay format.
The honest origin: tradition more than one single invention
It is tempting to give a neat one-line origin story for 501, but the documentary trail is not that tidy. Modern rules explain how 501 is played; they do not prove one single inventor sat down and selected 501 over 500 for one perfect reason. The better answer is that 501 developed as part of the wider “01” family of darts games and became the accepted competitive standard.
That matters for E-E-A-T because overstating the origin weakens the article. The defensible claim is simple: 501 is standard because the game evolved around it, governing and tournament bodies use it, and the format produces a good competitive balance. The exact historical moment when 501 beat every alternative is harder to prove.
Why odd numbers work with double-out
In double-out darts, the winning dart must land in a double segment or the double bull, depending on the rule set. Doubles are even-value targets. That means a player who starts on an odd score must eventually change the parity of the remaining total before finishing.
This does not make 501 difficult from the first dart in a dramatic way. Players can make the score even with a single odd number almost immediately. What it does is reinforce the idea that the leg is not just a race to score points. You are constantly shaping the remaining number so that the final visit leaves a sensible double.
Why 500 would feel too tidy
500 would be a playable game, but it starts in a cleaner place. An even starting score already sits on the same parity as every possible double finish. That does not remove all strategy, because players still have to leave the right number and hit the double, but it makes the starting total feel less characteristic of traditional “01” darts.
The extra point in 501 is not magic. It simply contributes to the awkwardness that makes the format feel like darts: subtract under pressure, avoid busting, leave a finish, and close accurately. A tidy number such as 500 sounds logical on paper, but 501 produces the familiar rhythm players and viewers recognise.
Why 501 is a good leg length
501 is long enough for scoring quality to show. A stronger player can build separation with 100, 140 and 180 scores before the checkout phase. It is also short enough that one leg does not take too long, especially at professional level where players regularly reach a finish within three to five visits.
That balance is important. 301 can be fast and useful for casual games, but it gives less room for sustained scoring. 701 or 1001 can be interesting in team or long-format play, but they can slow the pace. 501 sits between those extremes, which is why it works well for pubs, leagues, tournaments and television.
How 301, 501, 701 and 1001 fit together
The “01” family uses the same basic idea: start from a fixed total ending in 01, subtract each visit, and finish exactly on the required final target. 301 is often used for shorter casual games. 501 is the standard competitive leg. 701 and 1001 are longer versions that suit pairs, teams, practice challenges or endurance formats.
The shared pattern helps players move between formats without relearning the game. The skill is not just hitting trebles; it is managing the countdown. If you understand why 501 works, the other “01” games make more sense too.
What happens below 170
The checkout phase becomes serious once a player reaches 170 or below, because 170 is the highest standard three-dart checkout: treble 20, treble 20, bull. From there, every remaining score has different routes, traps and preferred leaves.
This is where 501 earns its value. The leg does not usually end with random subtraction. Good players know which totals to leave, which numbers to avoid, and when to switch target. A score of 168, for example, cannot be finished in three darts under standard rules, so a player has to set it up. That is the layer of skill 501 exposes.
Example 501 leg
Imagine a player starts with 140, then 100, then 95. They have moved from 501 to 166. At this point the leg changes. The next visit is no longer only about maximum scoring; it is about leaving a finish that can be converted.
If the player scores 90, they leave 76. That is a realistic checkout. They might go treble 20, double 8, or single 20, single 20, double 18 depending on darts in hand and preference. The point is that 501 has taken them from scoring into route management. That transition is the heart of the format.
Could you play 500 instead?
Yes. In a casual setting, you can play 500, 401, 601 or any starting number you like. The board does not stop you. The only requirement is that everyone agrees the rules before the first throw, especially whether the game is straight-in, double-in, straight-out or double-out.
For organised play, however, changing the number creates confusion. A standard format lets players compare averages, practise known checkout routes, and move between venues without a rule debate. That consistency is one reason 501 remains dominant.
Strategy implications
Because 501 has a scoring phase and a checkout phase, players need more than one skill. Heavy scoring matters early, but poor setup play can waste a lead. A player who leaves 169, 168, 166, 165, 163 or 162 has left a number that cannot be taken out in three darts. That can give the opponent another visit.
Good 501 strategy is about building a finish rather than just reducing the score. Players learn preferred routes, favourite doubles and safer setup numbers. That is why the format rewards both power and judgement.
Common checkout principles
Many players prefer to leave even numbers that divide cleanly toward a favourite double. Leaving 40 gives double 20. Leaving 32 gives double 16, which can break down to 16, 8, 4 and 2 if darts are missed inside. Leaving 36 gives double 18. The best route depends on the player's confidence and the exact darts remaining.
This is why beginners should learn basic outs rather than only chasing the treble 20. 501 is a counting game as much as a throwing game. The more comfortable you are with the final 170 points, the more pressure you can apply.
Why 501 is fair across different levels
One reason 501 survives so well is that it scales. Beginners may need many visits to finish a leg, but they still learn the same structure professionals use: score, set up, double. Club players get enough time for consistency to matter. Professionals get a format where high averages, poor visits and missed doubles all show up clearly.
A shorter game can make results swing more heavily on one good visit. A much longer game can make casual matches slow. 501 gives enough sample size for the better player to show quality while still leaving room for pressure and momentum. That is useful for leagues because players of different levels can play the same recognised format.
How 501 affects averages
The standard format also makes averages meaningful. A three-dart average in 501 tells you how efficiently a player moves through the leg, including both scoring and checkout attempts. If every venue used a different starting score, comparisons would be weaker because the shape of each leg would change.
This is another practical reason standardisation matters. Players can track improvement, leagues can compare performances, and viewers can understand whether a 90, 100 or 110 average is genuinely strong. The number 501 is not only a starting total; it is part of the shared measurement system around the sport.
Why the format is good for spectators
501 is easy to follow once the pattern is familiar. The early visits show who is scoring better. The middle visits create the race to a finish. The final visits create visible pressure because one missed double can change the leg. That structure is simple enough for new viewers but deep enough for experienced players to read routes and mistakes.
That is why 501 works on television and in a pub. A viewer can understand that 180 is excellent, that 170 is the biggest finish, and that double 20 or double 16 can decide the leg. The format creates clear moments without needing complicated scoring rules.
Equipment and setup
To practise 501 properly, use a good dartboard with clear segment definition and a measured setup. A stable dartboard stand helps if you cannot drill into a wall, and dartboard surrounds protect the area while you build repetition.
Your own darts or dart sets also matter because 501 is built on repeatable feel. Keep spare flights, stems and points nearby so practice sessions are not interrupted by small failures.
Common mistakes
- Thinking 501 was chosen for one proven magic reason: the safer answer is tradition plus format quality.
- Assuming 500 is impossible: it is playable, just not the standard competitive format.
- Ignoring double-out: the finish rule is what turns subtraction into strategy.
- Leaving bogey numbers: some totals below 170 cannot be finished in three darts.
- Practising scoring only: checkout routes decide many legs.
Visual guide: how to apply this at the board
Related reading
For the wider rules context, read how to score darts, simple darts rules, what happens if you go past zero, how darts players add up quickly and what counts as a good darts average.
Sources used
- PDC rules of darts overview.
- Red Dragon darts rules guide.
- DartCounter darts rules manual.
- Dartbase outshot reference.
- Darts501 checkout tables.
Bottom line
Darts uses 501 because it became the accepted standard and because it creates a strong competitive shape: enough scoring to separate players, enough awkwardness to require setup decisions, and a precise double-out finish. 500 would work as a casual rule, but 501 is the format that gives darts its familiar rhythm.
FAQ
Why is darts 501 and not 500?
Because 501 is the established “01” standard and gives a good balance of scoring length, setup play and double-out finishing.
Can you play darts from 500?
Yes, casually. It is not the normal competitive standard, so agree the rules before playing.
Is 501 chosen because it is odd?
The odd number helps shape double-out strategy, but the exact historical origin is best described as tradition rather than one proven single reason.
What is the highest checkout in 501?
The highest standard three-dart checkout is 170: treble 20, treble 20, bull.