USE CHECKOUT TOOL
26 Left
Optimal Checkout Path
D13
Alternate: 10 → D8
26 Checkout Route Diagram — D13 Dartboard diagram showing the 26 checkout route: D13. Each highlighted segment shows where to aim on each dart. 2011841361015217319716811149125 26 Dart 1: D13

26 Checkout in Darts — D13

The 26 checkout is a one-dart finish — the simplest route structure in darts, and in many ways the most demanding. There is no setup dart to ease into the visit, no bridging throw to absorb a slight miss on the opener. The leg is decided entirely by a single dart at D13, and the full weight of that responsibility lands on one throw. Players who struggle with one-dart finishes in match play almost never struggle because the target is difficult. They struggle because the absence of a sequence removes the rhythm that multi-dart visits create. A single dart means stepping to the oche with nothing to warm up on and everything on the line from the first release.

Execution on one-dart finishes depends more on the approach than the throw itself. Players who step to the oche still deciding whether to commit — who are making the decision about the throw while they are already in motion — introduce last-moment adjustments that they cannot feel but the dart responds to immediately. The decision about the throw belongs before the oche, not at it. Walk forward having already chosen the target, the tempo, and the release, and let the throw be the automatic result of that preparation rather than a live decision made under pressure.

If D13 is missed, the 4 side leaves 22 (D11) — a workable recovery position. The 6 side leaves 20, which is significantly harder to work from. Controlling the release toward the 4 side is the miss management available on this finish. It does not require a change in aim — it is a slight adjustment in the follow-through direction that consistently produces better outcomes when the dart drifts off the intended target.

On 26 in a competitive leg, the challenge is not the size of D13 or the distance to the board. It is the interruption of the automatic. Throwing a dart in practice is automatic — the body does it without the mind interfering. In a match on 26, the mind re-enters the action and disrupts the automation. The training task is to make the pre-throw routine so consistent that the throw can be automatic even when the mind is active. That is what reliable one-dart finishers have built.

MISS OUTCOMES — D13
HIT D13 0 Leg won TAP
LIKELY S13 13 Checkout available next visit TAP
GOOD 4 22 Checkout available next visit TAP
RISK 6 20 Checkout available next visit TAP

Route Comparison & Target Selection

Primary: D13
double 13

Alternate: 10 → D8
single 10, closing on double 8 — high-percentage close — no triple required on opener

The alternate route (10 → D8) is built for a specific match situation: when ahead comfortably enough that protecting the leg is more important than pressing. Opening on 10 rather than D13 removes the triple requirement from the first dart — the target is larger, the miss cost lower, and the close on D8 is still reachable through a controlled path. The primary (D13) 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.

Anti-target strategy does not apply on a one-dart finish like 26. The only decision is whether to commit to D13.

Miss Geometry, Route Structure & When to Use the Alternate

Opening on D13 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 26 this controlled start is what the route structure calls for — not because a triple is unavailable, but because D13 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 26 typically arrive at the close from a weaker, less predictable position. For the structure from here, 26 is a one-dart finish at D13. 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 route (10 → D8) removes the triple requirement on the first dart, starting on 10 rather than D13 to arrive at the same close on D8 through a wider, lower-risk path. When ahead by enough that protecting the leg is the priority over pressing, this is the route to use. When the match is close and scoring pace carries strategic weight, the primary is correct. The alternate is not a conservative fallback — it is a specific tool for a specific match situation, and using it at the right moment is a competitive skill rather than a concession.

When and Why to Use This Route

Use this route the moment the score lands on D13. There is no reason to introduce a setup dart at this range — every additional dart adds a new outcome to manage and gives nothing in return. Setting up deliberately from a one-dart finish position is one of the most common unnecessary risks in club and competitive play. The leg can end right now on a single committed throw. Step up, throw D13 at full pace, and take it.

This route works because it reduces the finish to its simplest possible form — one dart, one decision, one outcome. There is no setup dart to manage, no bridging sequence to maintain, and no recovery to plan for. The entire execution requirement is a committed throw at D13. Simplicity under pressure is a structural advantage, not a limitation. Every additional dart in a sequence is an additional variable that can produce a wrong outcome. A one-dart finish eliminates every one of those variables.

Why Players Miss This Finish

Players miss the 26 checkout because they attempt to do something they never do on other darts: they try to aim more carefully. The logic seems sound — this dart matters, therefore it deserves extra care. But extra care means a changed throw, and a changed throw means a changed result. The dart that was landing correctly in practice was landing because the throw was automatic and unconsidered. Making it considered is what breaks it. The most effective mental adjustment on 26 is to make the dart feel as unremarkable as possible — the same throw, made with the same tempo, aimed at the same target as it always was.

Fixing the miss on 26 is about making the action automatic before the match. In a match, the time between stepping to the oche and releasing the dart is not enough to correct a faulty throw — the correction has to already be in place. That correction is built through practising the routine under conditions where something depends on the outcome: a score requirement, a competition format, any format that makes the throw consequential. Without that practice, the match environment creates a version of the throw that practice never prepared the player for.

Practice

Volume practice on D13 is less useful than structured practice. Instead of throwing it fifty times in a session, throw it ten times with a consequence attached: miss one and start the count again, or require a set number of clean hits before moving to the next exercise. Consequence changes the quality of every throw in the set because it activates the same attention mechanism that match play activates. Players who build their confidence on 26 through consequence-based practice close it significantly more reliably in competition than those who have only ever practised it without stakes.

Recovery practice on 26 means practising what happens after a split. If D13 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 26 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.

← Take Out 25   |   Take Out 27 →


Related Checkouts

Get the Dart Tool Wrist Lock System
100% Tournament Legal!
Dart Calculator Wrist Lock System for match play

Frequently Asked Questions

What is the best way to take out 26 in 501?
The best way to take out 26 is a single, committed dart at D13. 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.
When should you switch from D13 to the alternate on 26?
Switch to the alternate route (10 → D8) on 26 when the primary's approach is not producing clean results, when match position rewards a more controlled path, or when the close matters more than the approach and D8 is the stronger double to be arriving at. The primary (D13) is the default; the alternate is a deliberate adjustment, not a fallback.
How should you approach 26 when you need it to win a leg?
When 26 needs to close a leg, the preparation matters as much as the throw. Decide on D13 before stepping forward, not at the line. Walk to the oche at the same pace used all match. Check the grip pressure before the arm goes back — pressure builds in the hand before it reaches the arm. And release D13 at full speed without steering. The players who close 26 in decisive moments are not naturally calmer than those who miss it. They have rehearsed the process of committing under pressure until it became automatic.
What are the bogey numbers in darts and how do they affect the 26 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 26 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 26 harder to finish in matches than in practice?
26 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 26, 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 26 in competition have usually built that routine deliberately rather than relying on natural composure.

Add D-Artist to Home Screen

Tap ⎋ then "Add to Home Screen"