Enter a score to see the checkout
How to Use the Checkout Calculator
Enter any score between 2 and 170 to see the recommended checkout route. The calculator shows:
- Trebles (red) - Triple segments worth 3x the number
- Doubles (green) - Double segments worth 2x the number (required to finish)
- Singles (dark) - Standard single segments
- Bullseye (red) - The centre of the board, worth 50 (counts as a double)
Tap any of the quick-select buttons for common checkout scores, or type your own.
Printable Checkout Chart
For a complete printable checkout chart with all scores from 2-170, see our full checkout chart. You can print that page directly for a reference to keep near your dartboard.
Understanding Checkouts
In standard 501 darts, you must finish on a double. This means your final dart must land in a double segment (the narrow outer ring) or the bullseye (which counts as double 25).
The highest possible checkout is 170 (T20, T20, Bull), while the lowest is 2 (D1).
Bogey Numbers
Some scores have no checkout because they can’t be reduced to a valid double finish in three darts or fewer:
- 169 - No combination reaches a double
- 168 - No combination reaches a double
- 166 - No combination reaches a double
- 165 - No combination reaches a double
- 163 - No combination reaches a double
- 162 - No combination reaches a double
- 159 - No combination reaches a double
If you land on a bogey number, your previous throw is invalid (bust), and your score reverts to what it was before that turn.
The Most Common Checkouts
These checkouts appear frequently in professional and amateur play:
| Score | Checkout | Notes |
|---|---|---|
| 170 | T20, T20, Bull | Maximum checkout |
| 141 | T20, T19, D12 | Very common in matches |
| 121 | T20, T11, D14 | Awkward but achievable |
| 100 | T20, D20 | Clean two-dart finish |
| 81 | T19, D12 | Common pressure checkout |
| 61 | T15, D8 | Frequent in matches |
| 40 | D20 | The favourite double |
| 32 | D16 | Second-favourite double |
Checkout Strategy Tips
Always leave yourself a preferred double. Most players favour D20, D16, or D18. When scoring, consider what double you’ll leave if you hit your target.
Know your covers. If you miss D20 and hit single 20, you leave 20 (D10). If you miss D16 and hit single 16, you leave 16 (D8). These “cover shots” are why D20 and D16 are popular.
Practice the awkward ones. Checkouts like 121 (T20, T11, D14) and 81 (T19, D12) appear regularly. Don’t just practise the clean finishes.
The bullseye is risky. While it’s required for 170, 167, 164, and 161, hitting the outer bull (25) instead can leave you on an awkward score. Use it when necessary, but prefer T20-heavy routes when possible.
Related Resources
- Checkout Practice Game – Practise every checkout from 170 down
- Full Checkout Chart – Complete reference for all scores
- How to Play 501 – Rules and strategy guide