Game modes · Training · for a record · alone or side by side

121

121 darts is the classic checkout ladder. Check out 121 in nine darts, then go up to 122, 123 and beyond. Check a number with your first three darts and it becomes your checkpoint. Miss a number and you drop back to it. Sridu shows your way out before every dart and where you are on the ladder.

  • Play alone for a record, or side by side with friends
  • Your checkout route as tiles, updated after every dart
  • A ladder that shows your checkpoint, your record and what a miss would cost
  • What each dart leaves, and a violet lock when the number is lost
  • Classic rules by default, or change the start number, darts per number, out, miss penalty and sudden death
121 · Checkpoint 123, record 124 Checkpoint 126 · on to 127
126 · Try 1/30Anna

Checkpoint 126 · on to 127

  1. T12leaves 90
  2. Bullleaves 40
  3. D20Check
Checkpoint126
Checkout · 1 dartDouble Out
  1. Dart 3D20
Anna · Checkouts 8 · 88 %New best
  1. 121
  2. 122
  3. 123
  4. 124
  5. 125
  6. 126✓
  7. 127
  8. 128
  9. 129
  10. 130
  1. 121✓•••
  2. 122✓••••••
  3. 123✓••
  4. 124✓•••••
  5. 125✗
  6. 123✓•••
  7. 124✓••••
  8. 125✓••••
Two numbers from a climb, drawn as the app shows them. Anna’s checkpoint is 123 and her record 124. On 125 she leaves 20 after her first visit and carries it over. Double 10 in her second visit gives her a new best, but no checkpoint. She checks 126 in her first visit with T12, bull, double 20. Now 126 is her checkpoint and a miss can’t send her below it.

The rules

How the 121 darts ladder works

The classic ladder drill for your finishing. A bust costs you the visit, as in X01, and your score goes back to what it was before.

  1. Check out 121You get nine darts in three visits. Hit exactly zero with the last dart on a double or the bullseye. Whatever you leave after one visit carries over to the next.
  2. Check it and go up oneAfter 121 comes 122. If you checked out with your first three darts, that number becomes your checkpoint.
  3. Miss it and drop backNine darts without a checkout send you back to your last checkpoint. The start number is your first checkpoint.
  4. Your record is the highest number you checkA game lasts 30 visits by default. Sridu saves your best for every start number and variant.

In the game

You always know where you stand

121 is about finishing under pressure. This is what the screen shows while you climb:

  • Checkout tiles: one tile for each dart left in the visit, with the next one highlighted. The route is worked out again after every dart, and the board lights up the field to aim at. If there is no finish with the darts you have left, treble 20 lights up so you can set one up.
  • What each dart did: “leaves 36”, “Check”, “Bust” or “no way out”.
  • The ladder under the panel shows the numbers around your current one. Numbers you have climbed are green, your checkpoint has a flag and the record you started with has a trophy. After a fall, the numbers you had climbed stay outlined. Below that is every number you played, marked as missed or checked with a dot per dart.
  • What is at stake: in your first visit the panel tells you this number can become your checkpoint. On the last visit it tells you where a miss would send you, and the rungs you would lose turn amber. Before the last dart the whole panel turns amber, or red in sudden death.
  • The violet lock: the board locks after a bust, or when your score can’t be checked with the darts you have left. Any darts still in your hand score nothing.
  • Callouts: every checkout gets a callout, and a new checkpoint or a new best gets a bigger one. Dropping back gets its own, such as “back to 123”.
  • The caller calls your score at every visit: “Anna, you require 121”.

Scoring

How a number ends

A number can end in four ways. The first two take you up the ladder:

  • Visit 1125Checkpoint
    1. T20leaves 65
    2. 25leaves 40
    3. D20Check
    1. 123
    2. 124
    3. 125✓
    4. 126
    5. 127

    Checked with the first three darts: 125 is your new checkpoint and the next number is 126. From now on a miss never sends you below 125.

  • Visit 3125On to 126
    1. 20leaves 20
    2. D10Check
    1. 123
    2. 124
    3. 125✓
    4. 126
    5. 127

    Checked in the second or third visit: you go up one number and the checkpoint stays where it was. Whatever you leave after a visit carries over to the next.

  • Visit 3125Back to 123
    1. 18leaves 32
    2. 16leaves 16
    3. 8leaves 8
    1. 123
    2. 124
    3. 125✗
    4. 126
    5. 127

    Nine darts and no check: back to your checkpoint. On the last visit the numbers a miss would cost turn amber, and before the last dart the whole panel does.

  • Visit 3125Back to 123
    1. 20leaves 20
    2. 20Bust
    1. 123
    2. 124
    3. 125✗
    4. 126
    5. 127

    Scoring too much, reaching zero on a single or leaving 1 is a bust. The visit is lost and your score goes back. On the last visit that ends the number and the board locks, as it does when your score can’t be checked with the darts you have left.

Setting · Missed number

What a miss costs

The same miss on 126 with your checkpoint on 123, under each setting:

  • CheckpointDefault
    1. 121
    2. 122
    3. 123
    4. 124
    5. 125
    6. 126✗
    Back to 123

    The classic: back to the last number you checked in the first visit. The start number is your first checkpoint.

  • One downEasier
    1. 121
    2. 122
    3. 123
    4. 124
    5. 125
    6. 126✗
    Back to 125

    A miss costs you one number, but never takes you below your checkpoint. The ladder goes up and down, but you never start from scratch.

  • Start overHarder
    1. 121
    2. 122
    3. 123
    4. 124
    5. 125
    6. 126✗
    Back to 121

    No checkpoints: every miss sends you back to the start number. Your record is only as high as one unbroken climb.

Setting · Darts per number

Three visits, two or one

The classic game gives you nine darts per number. With fewer darts, every visit matters more:

  • 9Default
    1. Visit 1
    2. Visit 2
    3. Visit 3

    The classic: three visits for every number. Check it in the first one and it becomes your checkpoint.

  • 6Harder
    1. Visit 1
    2. Visit 2

    Two visits for every number. One visit to set up the finish, one to take it out.

  • 3Hardest
    1. 158
    2. 160
    3. 161
    4. 164
    5. 167
    6. 170

    One visit per number, so every check is a checkpoint. Numbers you can’t check with three darts, like 159 or 163, are skipped. Check 170 and you are at the top.

Setting · How long a climb lasts

Set visits, endless or sudden death

Climb within a set number of visits, keep going as long as you like, or go out on your first miss:

  • 30 visitsDefault
    1. 121
    2. 122
    3. 123
    4. 124
    5. 125
    6. 126
    7. 127

    Climb as high as you can in 30 visits, or 15, 60 or any number you type in. Side by side, the higher record wins. On a tie, more checkouts win, then fewer darts.

  • EndlessYour pace
    1. 127
    2. 128
    3. 129
    4. 130
    5. 131
    6. 132
    7. 133
    8. 134
    9. 135
    10. 136

    Throw until you stop. After a fall the numbers you had climbed stay outlined, your record keeps its trophy.

  • Sudden deathHarder
    1. 121
    2. 122
    3. 123
    4. 124
    5. 125✗
    6. 126
    7. 127

    The first number you miss ends the run: out at 125, your record is 124. Before every last dart the panel turns red. With more players, whoever misses is out and the others climb on.

Setup

Start a climb

121 is with the training games on the play screen. Pick it, choose your settings and start.

  • PlayersPlay alone for a record, or side by side with friends or bots.
  • Start121 (default), 61, 81, or type in any number from 2 to 170.
  • Visits30 (default), 15, 60, endless, or type in your own. See how long a climb lasts.
  • Darts per number9 (default), 6 or 3. See the difference.
  • CheckoutDouble out (default), master out (trebles check out too) or single out (any field).
  • Missed numberBack to the checkpoint (default), one number down, or start over. See what a miss costs.
  • Sudden deathOff by default. Switch it on and the first number you miss ends your run.
  • HandicapsSet per player: their own darts per number (9, 6 or 3) and their own out. A beginner can play single out while the others play double out.
  • Who throws firstTop of the list, a bull-off, or random.

Tips

Climb higher

  • Go for it in the first visit. Only a checkout in your first three darts moves your checkpoint up. One brave visit is worth more than two safe ones.
  • Leave a double you like. A good first visit on 121 leaves 40 or 32, not an odd number that needs a single before the double.
  • Learn the three-dart finishes. The tiles show a route for every score. Say your route before you throw, then compare it with the tiles. The checkout chart has every finish from 170 to 2, also as a PDF.
  • Start lower. 61 or 81 gives you two-dart finishes to warm up on. Your record is kept separately for every start number.
  • Too easy? Take darts away. With 3 darts, each number gets one visit. That shows you how good your finishing really is.
  • Watch for amber. When the rungs turn amber, your last visit decides whether the climb goes on. Take your time over it.
  • A fixed set of finishes. Catch 40 runs through every checkout from 61 to 100 with six darts each, and pays more for checking out quickly.

Game modes

More ways to play

Ready to throw?

Open the app, pick 121 from the training games and start climbing. 121 darts runs in your browser with no account and nothing to install.