121 Checkout Rules - How to Play
121 Checkout is a finishing drill. Start at 121 and try to check out that exact score on a double within a set number of darts. Each success raises the next target, and each failure drops you back to your Safehouse, the last target you protected.
How to play
- Each round has a checkout target, starting with 121.
- You have 9 darts, or 3 turns of 3 darts, to check it out.
- Reach exactly zero with your last dart in a double. The bullseye counts as a double, .
- Going below zero, leaving 1, or reaching zero without a double is a bust. Your score goes back to where it was at the start of that turn, and any darts left in that turn count as used.
- Check out within the dart limit and the next target goes up by 1.
- Check out within 3 darts and that target becomes your Safehouse. If you fail a later round, the next target drops back to your Safehouse, or to 121 if you haven’t earned one yet.
- Play an agreed number of rounds, such as 10, and note the highest target you checked out.
For finishing routes, use the darts checkout calculator.
Co-op play
The drill also works as a team game. Everyone shares the target, the score left, the dart limit, the streak, and the Safehouse. Players take 3-dart turns until the team checks out or runs out of darts.
Stats tracked in DartsOn
At the end of each session, DartsOn shows:
| Stat | What it shows |
|---|---|
| Highest checkout | The highest target checked out in the session. |
| Checkouts completed | Successful checkouts out of rounds played, for example 7 of 10 checkouts completed. |
In a co-op session, both figures cover the whole team.