Darts Checkout Calculator

Find a 1–3 dart finish for any score from 2 to 170.

Free darts checkout calculator. Enter your remaining score and get a valid 1, 2 or 3 dart finish that ends on a double, with bogey numbers flagged. Runs entirely in your browser. It runs free in your browser on Gera Tools, with nothing uploaded.

Last updated Source: Gera Tools

Why must a darts checkout end on a double?

In standard 01 games (501, 301) you must reduce your score to exactly zero with the final dart landing in a double segment or the 50-point bullseye, which counts as a double.

Darts checkout calculator

Enter any remaining score from 2 to 170 and get a valid finishing route that ends on a double — the rule for standard 501 and 301 (01) games. Each dart is shown as a single (S), treble (T), double (D) or Bull. It is built for players practising their finishes and for anyone refereeing a casual match.

How it works

A standard dartboard has 20 numbered segments plus the 25 outer bull and 50 bullseye. Every throw scores its segment value times a multiplier: single (×1), treble (×3) or double (×2). A legal 01 checkout must reduce the score to exactly zero with the last dart in a double (the outer ring or the 50 bull).

The tool searches for the shortest route in this order:

  1. One dart — the score is exactly a double (e.g. 40 = D20).
  2. Two darts — any dart, then a double finishes it.
  3. Three darts — it tries the highest-scoring darts first, then a double.

Scores below 2 or above 170 have no three-dart finish, and the seven bogey numbers (169, 168, 166, 165, 163, 162, 159) are flagged as impossible.

Common finishes at a glance

RemainingSuggested finishNotes
170T20, T20, BullHighest possible checkout
167T20, T19, Bull
100T20, D20Two-dart finish
81T19, D12
60S20, D20or T20 missed = S20
40D20One dart
32D16Preferred double for many pros
12D6
2D1Lowest possible checkout

The seven bogey numbers

169, 168, 166, 165, 163, 162, and 159 cannot be finished in three darts under any combination of legal throws. If you leave one of these scores, you must knock it down on your next visit to a different number before attempting a checkout. The calculator flags these so you know not to try finishing and to plan ahead instead.

Worded example

You have 170 left, the highest possible checkout:

  • Dart 1: T20 (treble 20) → 170 − 60 = 110
  • Dart 2: T20 → 110 − 60 = 50
  • Dart 3: Bull (50) → 50 − 50 = 0 — checkout complete (bull counts as a double)

For a score of 81: T19 (57) leaves 24, then D12 closes it in two further darts, or S19 (19) leaves 62, which does not leave a clean two-dart finish.

Practice uses

The checkout calculator is also a practice tool: enter scores that come up frequently in your games (100, 81, 61, 41) and memorise the preferred routes for each before your next session. Most experienced players have the top 20 finishes memorised and only need to look up unusual numbers.

Everything runs in your browser — nothing is sent anywhere.