All Numbers Cricket
Every number 1-20 plus bullseye must be closed. Marathon cricket variant requiring full board proficiency.
At a Glance
Category
standardMechanic
TerritorialDifficulty
Advanced
Players
2–4
Estimated Time
~40 min
Board Type
standard
Equipment
Standard dartboard and darts
Also Known As
Full Board Cricket, 20-Number Cricket
Board Coverage
Every number 1–20 plus bullseye is in play
22 of 22 targets active
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Goal
All Numbers Cricket is a marathon variant of standard Cricket in which players must close every number on the dartboard — 1 through 20 — plus the bullseye , for a total of 21 targets . The objective i...
Win Condition
A player wins by satisfying both of the following conditions simultaneously: (1) the player has closed all 21 targets (3 marks on every number 1–20 and the Bull), and (2) the player's point total is e...
Objective
All Numbers Cricket is a marathon variant of standard Cricket in which players must close every number on the dartboard — 1 through 20 — plus the bullseye, for a total of 21 targets. The objective is to be the first player to close all 21 targets while maintaining a score equal to or higher than every opponent.
Because nearly every segment on the board is a valid target, fewer darts are "wasted," but the expanded field demands full-board proficiency and strategic depth well beyond standard Cricket.
Setup
Two or more players may compete individually, or teams of two may play in a doubles format (up to 8 players in doubles). The game is played on a standard dartboard — both steel-tip and electronic boards are suitable, though an electronic dartboard is strongly recommended because tracking marks across 21 targets by hand is considerably more involved than in standard Cricket.
The scoreboard must list all 21 targets: the numbers 1–20 plus the Bull. Each target has space for three marks per player, using the conventional notation: a single slash (/) for one mark, a cross (X) for two marks, and a circle around the cross (⊗) for three marks (closed on that player's side). A separate column or row tracks each player's cumulative point total, which begins at 0.
To determine throwing order, each player throws one dart at the bullseye; the player whose dart lands closest throws first. In subsequent legs, throwing order typically alternates.
Rules of Play
Players take turns throwing three darts per visit. Standard Cricket marking rules apply across all 21 targets. Any number from 1–20, and the bullseye, may be worked on in any order, and a player may hit multiple different targets within the same turn.
Marking (closing) a target: A target requires 3 marks to open (i.e., to be owned by that player). Marks are accumulated as follows:
- Single segment = 1 mark
- Double ring (outer narrow ring) = 2 marks
- Triple ring (inner narrow ring) = 3 marks (closes the number in a single dart)
- Outer bullseye (25 ring) = 1 mark
- Inner bullseye = 2 marks
Scoring points: Once a player has accumulated 3 marks on a number — thereby opening it — any additional hits on that number score points at face value. A double scores twice the face value; a triple scores three times. For example, if you have already placed 3 marks on the 18, a subsequent triple 18 adds 54 points to your total. The outer bullseye scores 25 points and the inner bullseye scores 50 points once the Bull target is open.
Closing a number entirely: A number is fully closed — removed from play for all participants — only when every player in the game has recorded 3 marks on it. Once closed, no further marks or points may be earned on that number. This means a player can continue scoring on an open number only as long as at least one opponent has fewer than 3 marks on it.
Special cases and edge cases:
- Because there are 21 targets instead of the usual 7, darts that land in segments such as 3 or 7 — which would be irrelevant in standard Cricket — are now live and score marks or points. Almost every area of the board is in play.
- If a dart lands outside the scoring area (off the board or in the outer wire), it scores nothing and earns no marks.
- The bullseye follows its own scale: the outer bull counts as 1 mark or 25 points, and the inner bull counts as 2 marks or 50 points. Three marks are still required to open the Bull target (for example, one inner bull + one outer bull = 3 marks).
- In doubles or team play, teammates share a single set of marks and a single score.
Scoring
Points are tallied cumulatively throughout the game. A player earns points only on numbers that player has opened (3 marks recorded) and that have not yet been closed (i.e., at least one opponent still has fewer than 3 marks on that number). Standard face values apply:
- Single: face value (1–20 points, or 25 for the outer bull)
- Double: 2× face value (2–40 points, or 50 for the inner bull)
- Triple: 3× face value (3–60 points)
For example, suppose you have opened the number 14 (3 marks) and your opponent has only 1 mark on 14. If you hit a triple 14, you score 42 points (3 × 14). If on the next turn your opponent closes 14 by adding 2 more marks, the number is now closed for all players and no further scoring on 14 is possible.
With all 20 numbers plus the bullseye in play, the total potential scoring is dramatically higher than in standard Cricket. Low-value numbers such as 1–5 yield modest points per hit, but they can accumulate meaningfully over the course of a marathon game. High-value numbers (17–20) remain the most lucrative scoring targets — a single triple 20 scores 60 points, while a single triple 1 scores only 3 points.
Winning
A player wins by satisfying both of the following conditions simultaneously: (1) the player has closed all 21 targets (3 marks on every number 1–20 and the Bull), and (2) the player's point total is equal to or higher than every opponent's total. If a player closes all targets but trails in points, that player must continue scoring on any numbers the opponent has not yet closed until the point deficit is erased.
If both players close all 21 targets on the same turn (or in the same round), the player with the higher point total wins. If both players close all targets and their scores are tied, the player who closed all targets first (i.e., finished closing on an earlier dart within the round) is declared the winner. In match play, multiple legs may be contested in a best-of format as agreed upon before play begins.
Variations
Cut-Throat All Numbers Cricket: Points scored on open numbers are assigned to your opponents rather than to yourself. The objective shifts: you want to close all 21 targets while having the lowest score. This variant punishes players who leave numbers open and rewards aggressive, defensive closing.
No-Score (Closure Only) All Numbers Cricket: Points are not tracked at all. The first player to close all 21 targets wins outright. This simplifies scorekeeping and shortens the game, making it a pure race of accuracy across the full board.
Ordered (Segmented) All Numbers Cricket: Instead of allowing numbers to be worked on in any order, players must close them in prescribed groups — for example, 1–5 first, then 6–10, then 11–15, then 16–20, and finally the Bull. This imposes a structured progression and prevents players from cherry-picking high-value targets early.
Round-Limited All Numbers Cricket: To prevent excessively long games, a fixed round limit (e.g., 40 or 50 rounds) is imposed. If no player has closed all targets when the limit is reached, the player with the most closed targets wins; ties are broken by point total. This variant is especially useful in league or tournament settings where time is a factor. Note that standard All Numbers Cricket is itself a variant of the parent game, Cricket (which uses only the numbers 15–20 and the Bull).
Strategy & Tips
Claim high-value numbers first: Open 20, 19, 18, and 17 as early as possible. These are the same numbers targeted in standard Cricket, and for good reason — every subsequent hit on an open 20 scores 20 points (or 60 on a triple), giving you a significant scoring advantage while your opponents scramble to close them.
Leverage triples to accelerate closing: With 21 targets to work through, triples are even more valuable than in standard Cricket because a single triple closes a number in one dart. A turn of three different triples closes three numbers at once — a devastating play that can swing the game decisively.
Use low numbers defensively: If your opponent has opened a low number like 3 or 5 and is accumulating points on it, close it promptly. Even modest numbers add up over a 30–40 round marathon. Spending one or two darts to shut down an opponent's open 5 (preventing, say, 15 points per triple hit) is often worth the investment.
Develop full-board accuracy: Standard Cricket rewards mastery of only seven targets. All Numbers Cricket rewards — and demands — comfort with every segment from 1 to 20. Practice deliberately on numbers you rarely aim at (e.g., 2, 4, 7, 9) so that no part of the board feels unfamiliar during competition.
Pace yourself for the long game: Games commonly last 30–40 rounds or more, far longer than standard Cricket. Maintain focus and conserve physical and mental energy. Avoid rushing your throws in the middle rounds; consistent accuracy over a marathon is more valuable than bursts of brilliance followed by fatigue-driven misses.