- Excalibur Electronics Scarface Dartboard Owner's Manual
5
RULES FOR 301 AND 501
You can play many different dart 
games with the Scarface Dart-
board. The two most popular dart 
games are 301 and 501. The prin-
ciple of both games is to subtract 
your score from the initial score 
of either 301 or 501. The winner 
must reduce his score to zero. 
Follow these instructions to play. 
To begin, the player must hit 
a 
double, (any double will do). This 
means the player must land a dart 
in the outermost green and red 
ring. Once a double is thrown, that 
dart and all subsequent darts will 
count toward reducing the score 
to zero.
To determine the score, 
sub
tract 
the count of each dart 
from the initial score. 
Remember, the outer ring counts 
as double and the inner ring 
counts as triple points.
The winner must reduce his score 
to zero and must 
DOUBLE OUT
in the process. 
This means the 
player must 
hit a double on the 
fi nal throw. 
For example: if the 
player has 
32 left to reach zero, 
he must hit double 16. If a single 
16 is scored, then the player must 
hit double 8 to score zero, and so 
on. 
NOTE: 
The player must be left 
with an 
even number in order to 
set up the winning double attempt.
The next part of the game is 
called 
GOING OUT
. If a player has two 
points left, he must hit a double-1 
to bring the score down to zero.
From 18 points, a double-9 will 
work. If the player has an odd num-
ber left, then the fi rst darts must 
reduce the score to an even num-
ber before he can throw a double. 
For instance, there is no possible 
double out from 21. So, one way to 
fi nish would be to throw a single-
1 fi rst, to reduce the score to 20. 
Then the player can 
GO OUT 
with the number 20 by throwing a 
double-10. 
If a player scores more than the 
exact score needed, that particular 
turn will not count. In this case, the 
player’s score will remain as it was 
prior to that turn. For example: if 16 
is required and the player scores 
17 or more when he throws his 
three darts, the score will remain 
at 16. 
Likewise, since the fi nal score 
must 
be a double, if 16 is the total, the 
turn will not count and the score 
will remain at 15. The turn will also 
not count if 15 is 
the total, since the 
player 
cannot 
DOUBLE OUT
 on a 
single score. 








