The Darts 501 - Next Throw equation computes the best next throw in the game of 501 based on a consistent strategy. This equation will tell you, for instance, if you haven't thrown yet and it's your first turn you should shoot for three triple 20s - which is always "intended" to be you first throw. Next Throw
INPUTS
MAIN STRATEGY
NOTES
THE OBJECTIVE
PLAYERS
GENERAL PLAY
THE STRATEGY IN THIS EQUATION
THE BOARD
THE THROWING LINE
EQUIPMENT
GAME FLOW
Starting The Game
Scoring
Finishing
EXTERNAL LINKS
LICENSE
At each turn, you enter what your score is after your last throw. The input field defaults to 501 for your first turn. This equation then suggests the best three dart throw for your next turn based on your remaining score and the strategy outlined in the NOTES for this equation.
Since the game of 501 requires you to hit a double to finish the game at zero points (called doubling-out), the strategy is first to score the highest number of points possible each throw starting at 501 points until you decrease your score to some point where a combination of three darts can double-out.
The first score from which you can double-out on a three-dart turn is 170 points. From 170 you can score a triple-20, a triple-20, and a double-bulls-eye, and that will end the game.
Another key score is 160 points, where you can double out with triple-20, a triple-20, and a double-20.
Another example of a winning dart-out is having the score 132 and hitting: T20, D20, D16.
The game of 501 is a dart game often played in competition. 501 is one of the most popular darts games. It requires very fine hand/eye coordination and precise muscle control over a relatively short range of motion of the hand and arm. In my opinion good technique keeps the shoulder steady while the motion is articulated solely in the elbow as much as possible. Throwing styles vary enormously.
The primary objective of 501 is to double-out. To double-out is to score exactly the points required to decrease you present score to zero, while the last dart thrown is in the double ring. The goal of the game is to reduce your score from 501 down to zero in as few throws as possible to be the first to reach zero. The first person to achieve the score of zero, with the last dart thrown in the double ring, is the winner. The last dart thrown must take the payer to exactly zero points: not one, not negative one; the final score has to be exactly zero. Therefore, if the points scored by a dart take you to less than zero -- or exactly zero without doubling out -- the dart throw that took you to zero is not scored and your turn ends.
501 is played one-on-one, one player versus another player for competitive matches. In casual play, like in a bar, the rules may be altered to allow any number of players to throw in turns. Players alternate turns, each throwing three darts. Often players throw a single dart at the bulls-eye to decide who goes first and the closest dart to a bulls-eye wind the chance to go first.
All three darts are shot to the dart board each turn. The larger points a player scores, the faster is the starting number of 501 decreased.
The game of 501 starts with each player having a score of 501. In some competitive 501, the player must hit a double to start scoring. Darts prior to the first double hit are not scored. This is called doubling-in. Thus a competitive 501 game could be called "501double-in/double-put."
Players take turns throwing three darts and each turn the total points for the three darts are subtracted from what remains from their last turn. So, for instance if they throw a triple 20, a double 20 and a single 1 on their first throw, the sum of their darts score would be 60 + 40 +1 = 101 and the score of 101 for that first turn would be subtracted from 501 leaving them with 400 points after the first turn. On the next turn whatever their darts summed to would be subtracted from 400 points.
At the beginning of the game most players strive to score the highest combination of points possible each turn. Thus the ultimate perfect throw of three darts on an early turn is three triple-20s, which sums to 180 points. The real strategy comes into play when the player bring their score to 170 points or less because of the key element of the game that the player must double-out to win.
To double-out means the player must end the game by hitting the last dart on a double score, the outer ring of any number 1 through 20 or the innermost bulls-eye. The outermost ring is the doubles ring and scores double the numeric value of the numbered sector. Hitting the outermost double ring of the sector that is the number 5, for example, scores ten points. If a player had exactly ten points remaining on his score and that player hit the double 5, that player would win. You must double out in 501.
The value 170 is a critical value in the game because at 170 point is the first time the player has the opportunity in a single turn to double-out and win. If a player were to arrive at 170 points, and then on their next turn hit triple-20, triple-20 and double bulls-eye, they would score 170 points AND double-out to win!
The double bulls-eye is the innermost bulls-eye (worth 50 points). The ring immediately around the bulls-eye is the single bulls-eye (worth 25 points).
World class dart players can seemingly hit whatever score they want on the board and so their strategy can be hit triple-20s until they decreased the score enough to double-out. Most others have to follow a scoring strategy that assumes misses will occur and this equation has this strategy built-in.
Basically, this equations strategy assumes that a single, the area of the numbered sector of the board that is not in the double ring or the triple ring or the bulls-eye ring, is easier to hit than a double or a triple due to the larger available space. So, this equation uses single values where possible for one or more of the darts in a turn. Likewise, the space of the double ring is bigger than the triple ring and this doubles are used whenever possible before triples.
As soon as the score is below 170, this equations strategy is to offer three dart throws that will double-out whenever that is possible. When it is possible to double-out and also possible to double-out with double-16, that combination is always used. The reason is that wen shooting a double, there is a high probability that if you don;t hit the double ring you will hit the single-16. And with a score of 16 remaining you can shoot next at double-8, and if you hit again the single-8, you can try for double 4. The scores that are powers of 2 have a great progression that doesn't waste darts if you hit the single instead of the double.
The board is cut into 20 circle sectors and numbered with the numbers 1 through 20. See the image for the exact placement of the numbers on the board.
As you'll see in the image here
The board should be mounted with its face vertical and the center of the bulls-eye should be at precisely 5 feet, 8 inches off the floor.
The throwing line is usually marked by a line parallel to the face of the board and a distance from the board of 7 feet, 9-1/4 inches. So, you must add the width of the board if you wish to measure the distance to the throwing line from the wall. The player must have their toes remain behind this line when throwing. Sometimes the throwing line is represented by a mounted board (known as the oche) whose back edge is at the prescribed distance, thus making any question of being over the line a bit easier to judge.
Theoretically, the player should not lean over the throwing line but in practice this rule is rarely enforced.
One interesting dart myth I heard in some league night event, extolled the origin of the distance, 7 feet 9-1/4 inches, to have originated in English court, where some king or other had decided to set the distance to his own standard. he lay with his feet against the wall and his hand outstretched above his head to define the hereafter official distance of the throwing line.
A standard dart board should be used for 501. There is a bulls-eye, an inner ring (the single bulls-eye ring), and an outer ring (the doubles ring). Each sector of the dart board is assigned a point value as listed around the outer edge.
The traditional dart board is a bristle board and in more recent years there has also been added and electronic or soft-tip dart board.
Darts come in all types, a good description of dart forms in all their shapes and sizes is given on Dart World.
Deciding who goes first can be as simple as flipping a coin, but most dart games begin with a little contest of “closest dart to the bullseye.” All players throw a single dart at the bulls-eye and the person who throws their dart closest to the bulls-eye will go first. If both players score a bulls-eye, the darts should be thrown again. If more than two people are playing, the order of turns follows the order of the player closest to the bulls-eye, the next closest dart, and so forth.
Darts that hit the inner bulls-eye, sometimes called a double-bull" are worth 50 points, and the outer bulls-eye is worth 25 points. The open spaces within each sector of a numbered scoring segment of the board are worth the point value assigned around the edge. The inner ring is the “triples” scoring section and the outer ring is the “doubles” scoring section. All darts that land in either section shall triple or double the applicable assigned score respectively. For example, a dart that lands in the triples ring of the scoring sector of 19 shall score a total of 57 points.
Example: a complete scoring for sa single throw of three darts would sum as follows if you started with a score of 501: if three darts were thrown and they landed in triple 20, double 15, and single 8: The total for that round would be:
60 (for the triple 20) + 30 (for the double 15) + 8 (for the single 8 ) = 98. So, teh player would subtract 98 points from 501 which would leave 403 points at the start of the player's next turn.
Throwing a “double” on the last throw of 501 is usually required. This means that if you have a score of 40, you can end the game by “doubling out”, hitting the double-20 sector. If you throw a number that is greater than the points remaining, you just busted. A bust means the entire turn doesn’t count and you remain at your previous score. It is possible to play the game without the requirement to “double” out of the game.
The pros actually memorize the specific combinations of dart throws that can clear the board once the score gets to 170 (for games that are played with the double requirement). At a score of 170 the game can end by throwing a triple 20, another triple 20, and then the inner bulls-eye (60 + 60 + 50). Once below 171 the game can be finished in one round except if you start with scores of 169, 168, 166, 165, 163, 162, and 159.
Patrick Chaplin's website on Darts
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