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Scoring fundamentals

Basic Rules 


Start at 101 to 501 points. (Variation of '01 games based on skill level of player) 


Subtract your score each round from 501 until you reach exactly zero. 


You must finish the game by hitting a double (or the bullseye, which counts as a double 25 = 50). 


If a player scores more than their remaining points or fails to check out on a double, it's a bust — the score reverts to what it was at the start of the turn. 


Key Concepts to Teach

  • Doubles: Outer ring — worth 2× the number. 

  • Trebles: Inner ring — worth 3× the number. 


Bullseye: 

  • Outer bull = 25 points 

  • Inner bull = 50 points (counts as double 25) 


Mental Arithmetic 

  • Encourage quick subtraction and check-out math. 

  • Learn common combinations to finish (e.g. 32 = Double 16; 40 = Double 20). 

  • Practice breaking down scores into 3-dart combos. 


Teaching Tools 

  • Use a chalk/whiteboard or scoring apps to help visualize: 

  • Running scores 

  • Remaining score 

  • Checkout routes 


Integrate scoring into maths lessons to reinforce numeracy. 


Utilise skills development and Games on the IDSL Student Coaching ApplicationUtilise skills development and Games on the IDSL Student Coaching Application and Dartboard Maths application.

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