A checkout is the combination of darts that finishes a leg of darts, and this calculator finds one for any score from 2 to 170. You enter the score you have left, and the tool shows the darts to throw, always ending on a double or the bull. It also flags bogey numbers, the scores from which no checkout exists, so you do not waste darts chasing an impossible finish. Learn the common routes and your finishing will improve fast.
The rules are simple but strict. A leg ends only when your final dart lands in a double or the bull, which counts as a double 25. That is why a score of 170 is the highest possible checkout: treble 20, treble 20, bull. Scores of 40 or less that are even can finish in one dart, such as double 20 for 40 or double 16 for 32. Odd scores need a treble or a single first to set up an even double, which is where the calculator earns its keep.
Bogey numbers are the trap every beginner falls into. Scores of 169, 168, 166, 165, 163, 162, and 159 cannot be finished in three darts, no matter what you throw. If you leave yourself on one of these, your opponent gets extra turns while you waste darts scoring down. The smart move is to avoid them: when you are on a score like 170 or 180, plan your visit so you land on a finishable number, not a bogey. The calculator flags them instantly so you can learn to spot them.
Setting up a finish is as important as hitting one. From 101, for example, treble 17 followed by the bull finishes in two darts, but a careless treble 20 leaves 41, which needs another visit. Good players think one visit ahead: they choose a first dart that leaves a clean two-dart or one-dart finish. Use the calculator to explore scores you face often, such as 100, 81, or 64, and memorize the routes. Familiarity under pressure is what separates decent finishers from great ones.
Doubles practice matters more than treble practice for most players. Treble 20 wins points, but doubles win legs, and matches are won by legs. Spend part of every practice session on doubles around the board, especially double 20, double 16, and double 8, which are the most common finishing doubles. The calculator shows which double each route ends on, so you can see which doubles deserve your practice time.
This tool is a practice and planning aid. It suggests one valid route, not necessarily the route a professional would choose, because professionals also consider their opponent position, their own strengths, and the risk of busting. A bust, scoring more than your remaining total or leaving one, ends your visit with no score. When in doubt, choose the route with the double you hit most reliably, not the flashiest one.
Keep the calculator open during practice games and check every finish you are unsure about. Within a few weeks, the common routes will feel automatic, and you will start setting up finishes without thinking. That confidence at the oche is worth more than any single high score, because darts is ultimately a game of finishing.
A simple checkout drill will sharpen your finishing faster than casual games. Start on 121 and try to finish in three darts, then move to 101, 81, and 61 as you improve, tracking how many visits each score takes. The calculator gives you the route for every score, so you can check your plan before you throw and learn why a route works. Practice the same scores repeatedly until the first dart choice feels obvious, then add pressure by playing against a friend or a timer. Ten focused minutes of checkout drills, three times a week, will do more for your match results than an hour of mindless scoring practice.

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