EasyBoard Darts guide
Darts rules, made simple.
A practical guide to scoring and playing 301, 501, 701, Cricket and Gotcha—whether you keep score on paper or with EasyBoard Darts.
How dartboard scoring works
The numbered wedges are worth 1 to 20 points. The narrow outer ring is the double ring and the narrow inner ring is the triple ring. The two central circles are the bulls.
| Board area | Score | Example |
|---|---|---|
| Single | The printed number | Single 20 = 20 |
| Double | Twice the number | Double 20 = 40 |
| Triple | Three times the number | Triple 20 = 60 |
| Outer bull | 25 points | Also one Cricket mark |
| Inner bull | 50 points | Also called the bullseye |
| Outside the doubles ring | 0 points | Recorded as a miss |
What counts as a turn?
A player throws up to three darts, then play moves to the next player. A turn ends early when a player wins or busts. A dart that misses or does not remain in the scoring area scores zero and is not thrown again.
How to play 301, 501 and 701
X01 games all work in the same way. Every player begins with the chosen starting score—301, 501 or 701—and subtracts the value of each turn. The first player to reach exactly zero wins the leg.
A match can contain several legs and sets. EasyBoard Darts rotates the starting player between legs and keeps the match score automatically.
Double out and busts
With double out enabled, the final dart must land in a double. The inner bull counts as double 25, so it is a valid 50-point finish. A triple is not a valid double-out dart, and the outer bull is worth 25 but does not count as a double.
A turn is a bust when a player:
- scores more points than remain;
- leaves 1 while playing double out; or
- reaches zero without finishing on a double.
After a bust, every dart from that turn is cancelled. The player returns to the score held at the start of the turn, and play passes to the next player.
How to play Cricket
Cricket uses only 20, 19, 18, 17, 16, 15 and the bull. Each target needs three marks to close: a single earns one mark, a double two and a triple three. Outer bull earns one mark and inner bull earns two.
Once you close a number, extra marks score that number's point value while at least one opponent still has it open. When every player has closed the number, nobody can score on it. To win, close every target and have at least as many points as every opponent.
How Gotcha mode works
Gotcha is an optional twist for 301, 501 or 701. If your completed turn leaves you on exactly the same remaining score as another player, that player is “gotcha'd” and returns to the game's starting score. If several opponents share that score, they are all reset.
Useful double-out checkouts
A checkout is a route to exactly zero. There can be several valid routes; these common examples favour familiar doubles.
| Remaining | Suggested finish |
|---|---|
| 170 | T20 · T20 · Bull |
| 121 | T20 · T11 · D14 |
| 100 | T20 · D20 |
| 80 | T20 · D10 |
| 50 | Bull |
| 40 | D20 |
| 32 | D16 |
EasyBoard Darts shows a checkout suggestion when a practical finish is available with the darts remaining.
This guide follows recognised steel-tip X01 conventions from the Darts Regulation Authority rules and standard Cricket scoring described in the DARTSLIVE official rulebook. Gotcha is an EasyBoard Darts game option.