USE CHECKOUT TOOL
14 Left
Optimal Checkout Path
D7
Alternate: 6 → D4
14 Checkout Route Diagram — D7 Dartboard diagram showing the 14 checkout route: D7. Each highlighted segment shows where to aim on each dart. 2011841361015217319716811149125 14 Dart 1: D7

14 Checkout in Darts — D7

On 14 the finish is a single dart at D7. In practice this is straightforward — the target is large relative to a triple, and most players hit it routinely in warm-up. In match play the dynamic shifts: there is no setup dart to settle the rhythm, no second throw to correct a slight drift on the first, and no sequence to lean on. The entire visit is the close. The preparation that works best here is to make the one-dart nature of the finish irrelevant by treating the throw as identical to every other dart thrown in the leg — same grip, same release, same arm speed. The score changes; the throw does not.

The most common miss on D7 in match conditions is not the dart that flies off line — it is the dart that was held slightly too long and released with reduced speed. Grip tension causes this. Under pressure, the hand closes a fraction tighter around the dart, which delays the release and drops the trajectory. The dart looks aimed correctly but arrives low. Loosening the grip deliberately before stepping to the oche — not a radical change, but a conscious reduction from whatever pressure has built up — is one of the most effective mechanical adjustments available on one-dart finishes.

A miss into the single 7 from D7 leaves 7 — 3 → D2 for the following visit. Side misses into 19 or 16 both result in a bust, returning the score to 14. There is no preferred miss direction here — the geometry is symmetrically unforgiving, which makes commitment to the centre of the bed the only meaningful miss management available.

One-dart finishes are where match play separates from practice. In practice, D7 from 14 lands routinely because the stakes are absent. In competition, the knowledge that the dart either closes the leg or extends the match creates a version of the throw that practice cannot fully replicate. The players who handle one-dart finishes most reliably in match conditions have found a way to narrow their attention to a single, specific, physical action — throwing the dart at the target with the same motion used all session — and have practised doing exactly that under conditions that generate pressure. The ability to execute one dart from 14 without allowing the result to contaminate the process is a trainable skill.

MISS OUTCOMES — D7
HIT D7 0 Leg won
MISS →19 19 14 Checkout available next visit
MISS →16 16 14 Checkout available next visit
Both sides leave 14 — no preferred direction.

Route Comparison & Target Selection

Primary: D7
double 7

Alternate: 6 → D4
single 6, closing on double 4 — solid close — no triple required on opener

The alternate route (6 → D4) is built for a specific match situation: when ahead comfortably enough that protecting the leg is more important than pressing. Opening on 6 rather than D7 removes the triple requirement from the first dart — the target is larger, the miss cost lower, and the close on D4 is still reachable through a controlled path. The primary (D7) remains the standard for situations where scoring efficiency matters. Both routes close the leg; the decision between them is made before stepping to the oche based on the current match state.

On 14, there is no anti-target to manage. The finish is D7 and nothing else requires a decision.

Miss Geometry, Route Structure & When to Use the Alternate

Opening on D7 here means the first dart does not require triple precision. The double bed is larger and the miss cost is lower than any triple opening would carry. From 14 this controlled start is what the route structure calls for — not because a triple is unavailable, but because D7 leads into the correct leave for the close more reliably than any triple alternative. Players who override this structure and attempt a triple-first approach from 14 typically arrive at the close from a weaker, less predictable position. For the structure from here, 14 is a one-dart finish at D7. Execution is the only variable — there is no route structure to manage and no positioning dart to land first. The close lives or dies on a single throw, which concentrates both the opportunity and the pressure into one moment. The preparation that serves one-dart finishes best is deciding on the throw before approaching the oche and delivering it without modification. Players who make the decision at the line, rather than before it, introduce the kind of last-moment adjustment that is the most common cause of missed one-dart finishes. As for the alternate route, the alternate (6 → D4) exists specifically for match situations where the primary route's triple opening carries more risk than the position warrants. Starting on 6 rather than D7 widens the first-dart window, removes the triple requirement, and still delivers the close at D4 through a controlled, recoverable path. That trade — some scoring pace for greater first-dart reliability — is the correct one when holding a significant lead. When the match is tight or the leg is close, the primary's efficiency and the scoring pressure it applies are the right call.

When and Why to Use This Route

Apply this route in every situation where the score lands on a direct finish. Whether ahead by a large margin or needing the leg urgently, the action is identical: throw D7 cleanly at full commitment. One-dart finishes do not have match-state variants. There is no version of this score where a setup visit improves the position — the position is already as good as it can be.

The route works because a single committed dart is the most repeatable action in darts. Multi-dart routes introduce the possibility that one dart disrupts another — a poor opener changes the leave, the middle dart is thrown under tension, the close is reached from a weaker position than intended. A one-dart finish cannot produce that sequence. D7 either closes the leg or it does not, and there is only one dart for pressure to affect.

Why Players Miss This Finish

One-dart finishes on 14 are missed because of what happens between stepping to the oche and releasing the dart. Players who are aware they are on a finish alter their routine: they stand differently, they breathe differently, they grip the dart differently. Every one of those changes is an attempt to be more controlled — and every one of them produces a worse throw than the unremarkable one used in practice. The routine before the throw is where the miss is determined. Players who miss 14 in competition are almost always players who changed something they were not aware of changing.

The practical correction is a consistent pre-throw routine that is used identically whether the dart matters or not. Decide the throw before stepping to the oche. Walk forward with the decision already made. Grip consistently, breathe before the arm moves, and release at full speed. Players who do this automatically in practice will do it automatically in a match. Players who step to the oche still deciding — or who skip the routine when the pressure is low — have nothing to draw on when the pressure is high.

Practice

Practising 14 effectively means creating conditions where the throw on D7 matters. One method: throw a set game, require yourself to reach 14 through scoring play, then close it. Another: throw D7 in sets of five with a target conversion rate — four out of five, three out of five — and track it across sessions. Either format is more useful than throwing D7 casually until it goes in, because the performance gap between 14 in practice and 14 in a match is almost entirely a pressure gap, not a skill gap.

Recovery practice on 14 means practising what happens after a split. If D7 is missed into the single below, the remaining score still has a route — learn it and practise it deliberately. If it is missed into the outer ring, it is a bust and 14 must be reset. Knowing both outcomes in advance, and having practised the split leave at least a handful of times, means the match response to a miss is automatic rather than improvised. The players who close one-dart finishes most consistently in competition are the ones who have practised not just the clean hit, but the miss and its consequences.

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Frequently Asked Questions

What is the best way to take out 14 in 501?
The best way to take out 14 is a single, committed dart at D7. One-dart finishes reward players who treat the throw as unremarkable — the same grip, the same release, the same pace as every other dart in the session. Any attempt to be more deliberate or careful than usual changes the mechanics and produces the miss it was trying to prevent.
Is there an alternate checkout for 14 in darts?
Yes — the alternate checkout for 14 is 6 → D4. This alternate closes on D4, a higher-percentage finishing double than the primary's D7, making it the better choice when the match situation prioritises arriving at the most forgiving possible close.
What is the most common mistake when finishing 14 in darts?
The most common mistake on 14 is allowing the score to change the throw. Players who are aware they are on a finish subconsciously add care or deliberation — they grip harder, slow the release, or steer the dart toward the target rather than throwing it at it. All three produce the miss they were trying to avoid. The correct response to a pressure finish on 14 is to treat the throw as identical to every other dart in the leg: same routine, same tempo, same release.
What are the bogey numbers in darts and how do they affect the 14 checkout?
The seven bogey numbers in darts are 169, 168, 166, 165, 163, 162, and 159. None of these can be finished in three darts. They are most relevant during scoring visits in the 180–200 range, where hitting a single 20 instead of the treble can leave one of these unfinishable scores. The 14 checkout is not in the bogey range, but understanding bogey numbers is part of route planning at every score — knowing which scoring decisions to avoid earlier in the leg is what prevents bogey numbers from appearing in the first place.
Why is 14 harder to finish in matches than in practice?
14 is harder to finish in matches because the mechanics that make the throw work — grip pressure, arm speed, release timing — are the exact mechanics that pressure disrupts. In practice, the throw is automatic. In a match on 14, awareness of the finish creates involuntary grip tension and a tendency to slow the release, both of which move the dart off the intended target. The correction is not a technical adjustment — it is a pre-throw routine that resets those variables before each dart. Players who are reliable on 14 in competition have usually built that routine deliberately rather than relying on natural composure.

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