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Darts Glossary

Heard a term at the board or while watching a match? Find out what it means, from your first leg to a Big Fish checkout.

0–9

3-dart avg

Also called 3-dart average, Average

Your average points scored per 3 darts. Divide the points scored by the darts thrown, then multiply by 3.

Score 180 in your first 3 darts and 60 in your next 3. Your 3-dart avg is (180 + 60) ÷ 6 × 3 = 120.

3-dart avg calculation examples
Example Calculation 3-dart avg
Finished 501 in 18 darts (501 ÷ 18) × 3 83.50
Scored 300 points in 12 darts (300 ÷ 12) × 3 75.00
9 dart leg

Also called Nine-darter, Perfect leg, 9 dart finish

A 501 leg finished in 9 darts, the fewest possible.

A common route is 180 (, , ), 180 (, , ), then 141 (, , ).

121 Checkout

A finishing drill starting at 121. Check out within a set number of darts to raise the next target; a failed attempt returns you to the starting score or a protected target (safehouse).

301

A shorter countdown game starting at 301 points. Reach exactly zero to win, usually with a double finish. Some formats also require a double to start.

A 6 dart leg: 180 (, , ), then 121 (, , ).

501

A countdown game starting at 501 points. Subtract each turn's score and reach exactly zero, normally finishing on a double.

A

Allow Finish Round

An option that lets the remaining players finish the round after someone completes the game. In X01 it decides second, third, and later places. In Around the Clock, the players who finish are ranked by fewest darts.

Around the Clock

Also called Round the Clock, ATC

A game in which players hit numbers 1 through 20 in order, then finish on the bull. Hit the current target before moving to the next.

Auto-Scoring

Also called camera scoring, autoscoring system, automatic dart scoring system, automatic scorekeeping, automated scoring, AI scoring, camera-based scoring

Automatic detection and recording of dart scores. Apps like DartsOn can use your phone's camera and on-device AI to read where darts land and update the score for you.

B

Barrel

The main body of a dart, which you grip when throwing.

Bed

An individual scoring area on the board, such as the bed.

Bed and breakfast

Also called Breakfast

A score of 26 from , , and in the same turn.

Best of

A format won by taking more than half the available legs or sets.

Best of 7 legs means the first to win 4 legs wins.

Big Fish

A 170 checkout: , , then . It is the highest possible checkout with 3 darts in double-out darts.

Bob's 27

Also called Bobs 27, Bob Anderson's 27, 27s

A doubles practice game starting with 27 points. Throw 3 darts at each double from 1 through 20, then the bullseye. Add the target's value for each hit; subtract it once if all 3 darts miss.

Bogey number

A score below 170 that cannot be checked out in 3 darts with a double finish. The bogey numbers are 169, 168, 166, 165, 163, 162, and 159.

Bounce-out

Also called Bouncer

A dart that hits the board but does not stay in it. In steel-tip darts, it scores nothing and cannot be thrown again.

Break of throw

Also called Break

Winning a leg in which your opponent threw first.

Bull-up

Also called Bull-off, Throw for the bull

Throwing at the bull to decide who starts. The closest dart wins, with ties rethrown according to the match rules.

Bullseye

Also called Inner bull, Double bull

The centre of the board, worth 50 points. It counts as , so it can finish a double-out leg.

Bust

In double-out darts, scoring too many points, leaving 1, or reaching zero without a double. Your turn ends and your score returns to its value before that turn. The caller may announce a bust as "No score".

C

Calibration

Also called Board calibration, Dartboard calibration

Matching the dartboard's position in a camera image to its scoring areas so auto-scoring can identify where darts land.

Caller

Also called Announcer

The match official who announces scores and calls a winning finish. In DartsOn, the announcer is the voice that calls out throws, turn totals, and match events.

Chalker

Also called Scorekeeper

The person recording each player's score, traditionally on a chalkboard.

Checkout

Also called Finish, Outshot

The throw or sequence of throws that takes your remaining score to exactly zero. In standard 501, the last dart must hit a double.

Checkout chart

Also called Out chart

A reference showing suggested routes to zero, usually ending on a double.

Checkout percentage

The share of finishing attempts you convert. Dart-based stats count darts aimed at a winning double; turn-based stats count finishing opportunities by turn. Check which measure is being used.

4 successful finishing darts from 10 attempts gives a dart-based checkout percentage of 40%.

Checkout route

Also called Checkout suggestion

A sequence of targets that takes your remaining score to exactly zero within the darts available, following the chosen finishing rule.

Checkout Trainer

A practice mode in which you try to finish randomly selected scores within a set number of darts. Unlike 121 Checkout, the targets do not rise in a ladder.

Close

In Cricket, collecting 3 marks on a target. Once every player has closed a target, no one can score on it. In Cut Throat Cricket, closing also stops opponents adding points to your score on that target.

Count Up

Also called Count-Up, High Score, Highest Score

A scoring game starting at zero. Add every dart's score and aim for the highest total over a set number of rounds, or play until someone reaches an agreed target score.

Cover shot

Also called Cover

A throw at another scoring target because a dart is blocking your usual target, often switching from to .

Cricket

Also called Standard Cricket, American Cricket

A game using 15 through 20 and the bull (both outer bull and bullseye). Collect 3 marks to close each target, and score on targets opponents have not closed. Close every target with at least as many points as each opponent to win.

Cut Throat Cricket

Also called Cutthroat Cricket, Cut-throat Cricket

A Cricket variant in which points go to opponents who have not closed the target. Close all targets with the lowest score, or tied for the lowest, to win.

D

Decider

Also called Deciding leg, Deciding set

The final leg or set that settles a tied match.

Double

The narrow outer scoring ring, worth twice the number hit. scores 40.

Double-in

A starting rule that requires a double before you can score. That double and subsequent darts count toward your total.

Double-out

A finishing rule that requires your last dart to hit a double and leave exactly zero.

Doubles

Also called Doubles Around the Clock, Doubles Practice

A practice game in which players hit doubles in sequence, usually through . Hit the current double to advance; the first player to complete all targets wins.

E

Ending rule

Also called Finishing rule

The condition your final dart must meet to finish an X01 leg at exactly zero. Straight-out allows any scoring dart; double-out requires a double, and master-out allows a double or triple.

F

Fat single

A large single-scoring area, usually the outer bed between the triple and double rings. It offers more room to aim at than a double or triple.

First 9 avg

Also called First 9 average, 9-dart avg, 9-dart average

Your 3-dart avg across the first 9 darts of each X01 leg. It measures your opening scoring.

First 12 avg

Also called First 12 average, 12-dart avg, 12-dart average

Your 3-dart avg across the first 12 darts of each X01 leg. It measures scoring early in the leg.

First 15 avg

Also called First 15 average, 15-dart avg, 15-dart average

Your 3-dart avg across the first 15 darts of each X01 leg. It measures scoring early in the leg.

First to

Also called Race to

A format won by reaching a specified number of legs or sets.

First to 5 legs ends when either player wins their 5th leg.

Flight

The fin at the back of a dart that helps keep it stable in the air.

Full bull

Also called Fat bull

A scoring rule where both the bullseye and outer bull score 50 points. It is common in soft-tip X01 games in Asia and the US.

G

Game shot

The caller's announcement that a player has won the leg.

Grouping

How close your darts land to one another. A tight grouping means the darts are clustered together.

H

Half It

Also called Halve It, Halve-It

A game with a different scoring target each round. Hits add points, but missing the target with all 3 darts halves your running score.

Handicap

An adjustment that helps players of different abilities compete. In DartsOn X01, a player can have a different starting score, starting rule, or finishing rule.

Heatmap

Also called Heat map

A dartboard view showing where darts landed. Stronger colours mark areas with more hits, making groups and misses easier to spot.

Hidden Cricket

A Cricket variant with randomly selected target numbers that players discover by hitting them. Once revealed, targets can be marked and scored on.

Hold of throw

Also called Hold

Winning a leg in which you threw first.

J

JDC Challenge

A 57-dart accuracy challenge combining Shanghai rounds on 10 through 15, a doubles round, and Shanghai rounds on 15 through 20. Points and bonuses add up to a final score.

K

Killer

Also called Killer Darts, Killers

An elimination game in which each player owns a number. Hit your own number to become a killer, then hit opponents' numbers to take their lives. The last player with a life left wins.

L

Leg

One game of darts. In 501, a leg runs from the starting score of 501 to a player finishing on exactly zero.

M

Madhouse

A nickname for , the double needed when you have 2 points left.

Mark

A hit counted toward closing a Cricket target. A single gives 1 mark, a double gives 2 marks, and a triple gives 3 marks. The outer bull gives 1 mark and the bullseye gives 2.

Marker

A dart already near your target that you use to guide the next throw. Marker can also mean the scorekeeper.

Master-in

An X01 starting rule that requires a double or triple before you can score. That dart and subsequent darts count toward your total.

Master-out

An X01 finishing rule that requires your last dart to hit a double or triple and leave exactly zero.

Match

The full contest between players or teams. The format determines how many legs or sets you need to win.

Match dart

A dart that could win the whole match if it hits the required finish.

Max Rounds

A limit on the number of rounds played in a leg or game. In X01, the lowest remaining score wins when the limit is reached; ties go to overtime.

Maximum

Also called 180, Ton 80, One-eighty

A score of 180 in one turn, made by hitting with all 3 darts.

MPR

Also called Marks per round

A Cricket scoring average expressed as marks per 3-dart turn.

Two triples and a miss in one turn give 6 marks, or 6 MPR.

Multi-camera scoring

Also called Multi-camera auto-scoring

Automatic scoring that combines views from more than one camera. Different angles help reveal darts that are hidden from one camera.

N

No Score Cricket

A Cricket variant without points. Be the first to collect 3 marks on every target to win.

O

Occluded dart

A dart whose tip is partly or completely hidden from the camera by another dart. Auto-scoring may miss it until the blocking dart is removed.

Oche

Also called Throw line

The line you stand behind to throw. Oche is pronounced like hockey without the h.

Open (Cricket)

Also called Open target

A target open for scoring: you have 3 marks on it, but at least one opponent has fewer. Once everyone has 3 marks, no one can score on it.

Outer bull

Also called Single bull, Half bull

The ring around the bullseye, worth 25 points. It is a single, so it cannot finish a double-out leg.

P

Point

Also called Tip

The front end of a dart that enters the board, made of steel or plastic.

Point (score)

A unit of darts score. scores 20 points; scores 60. This is different from the point at the front of a dart.

PPD

Also called Points per dart, 1-dart avg, 1-dart average

Your average score per dart. Divide total points scored by darts thrown. A 3-dart avg of 60 equals 20 PPD.

PPR

Also called Points per round

Your average points scored per 3-dart turn. PPR stands for points per round.

Scoring 60, 100, and 80 in 3 full turns gives a PPR of 80.

R

Random Cricket

A Cricket variant using 6 randomly chosen numbers and the bull (both rings), instead of the usual 15 through 20 and the bull. The marking and scoring rules stay the same.

Robin Hood

A dart that sticks into another dart already in the board. It does not score unless its own point touches the scoring surface.

Round

In multiplayer games, one turn for each player. In some practice games, a round means one target or challenge and can include several turns.

Round the World

A simpler version of Around the Clock. Hit numbers 1 through 20 in order, then finish on the bull. One hit in any ring completes each number. Either the outer bull or the bullseye counts for the finish.

S

Safehouse

A protected target in 121 Checkout that you return to after failing a later checkout. The rules determine which successful checkouts earn a safehouse.

Set

A group of legs within a match. In a best-of-5-legs set, the first player to win 3 legs wins the set.

Set-up shot

A throw that leaves a finish for your next turn, often setting up a double you like.

Shaft

Also called Stem

The part of a dart that connects the barrel to the flight.

Shanghai

Also called Shanghai finish

A single, double, and triple of the same number in one turn. In the game of Shanghai, each round has a target number: score the most points overall, or hit a Shanghai to win immediately.

, , and score 20 + 40 + 60 = 120.

Single

A large scoring area worth the number printed on the board. scores 20.

Singles

Also called Singles Around the Clock

A practice game in which players work through the numbers in sequence, usually 1 through 20, aiming for the singles. Any hit on the current number advances you, and doubles and triples score bonus points. The first player to complete all targets wins.

Soft-tip

Darts with plastic points, generally used on electronic boards with holes in the scoring surface.

Spider

The wire framework that separates the dartboard's scoring areas.

Starting rule

The condition that determines when your darts start scoring in X01. Straight-in counts immediately; double-in requires a double, and master-in requires a double or triple.

Steel-tip

Darts with metal points, used on traditional boards made from compressed sisal fibres.

Straight-in

Also called Single-in

A starting rule that lets any scoring dart count immediately. You do not need a double to start.

Straight-out

Also called Single-out

A finishing rule that lets you reach exactly zero on any scoring area, including a single, double, or triple.

Switching

Changing targets during a turn, such as moving from to .

T

Ton

A score of 100 in one turn.

Ton 40

A score of 140 in one turn.

Tops

Also called Double top

, worth 40 points. It sits at the top of an upright dartboard.

Triple

Also called Treble

The narrow inner scoring ring, worth 3 times the number hit. scores 60.

Turn

Also called Visit

Your chance to throw up to 3 darts before the next player throws. A checkout or a bust ends the turn early.

W

Whitewash

Winning without conceding a leg in a legs match, or a set in a sets match. A 6–0 win in legs is a whitewash.

X

X01

Also called 01

The family of countdown games that includes 301 and 501. Players subtract their scores and aim to reach exactly zero.

Ready for your first leg?

Play 501 with friends and let DartsOn keep track of the score. When you're close to a finish, checkout suggestions show you what to aim for next.