Cricket Count-Up
Practice variant — accumulate points on cricket numbers (15-20 + bull) over set rounds.
At a Glance
Category
standardMechanic
TerritorialDifficulty
Beginner
Players
1–8
Estimated Time
~12 min
Board Type
standard
Equipment
Standard dartboard and darts
Also Known As
Cricket Scoring Practice
Board Coverage
Upper numbers 15–20 and bullseye — the standard Cricket targets
8 of 22 targets active
Your Compatibility
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Set Up ProfileQuick Rules
Goal
Cricket Count-Up is a practice-oriented game in which players throw at each of the seven Cricket numbers in sequence — 15, 16, 17, 18, 19, 20, and Bull — accumulating the highest possible point total ...
Win Condition
After all seven rounds have been completed, the player with the highest cumulative score wins. If two or more players are tied after the final round, a tiebreaker may be played by having each tied pla...
Objective
Cricket Count-Up is a practice-oriented game in which players throw at each of the seven Cricket numbers in sequence — 15, 16, 17, 18, 19, 20, and Bull — accumulating the highest possible point total across all seven rounds. The goal is to maximize your score by hitting as many marks as possible on each designated target while avoiding the punishing penalty for failing to hit the target number in any given round.
Setup
One or more players may participate. A standard dartboard and a set of three darts per player are required. Prepare a scoreboard listing seven rounds, one for each Cricket target in order: 15, 16, 17, 18, 19, 20, and Bull. Each player's cumulative score should be tracked after every round.
If more than one player is competing, determine throwing order by each player throwing one dart at the bullseye; the closest dart throws first. Each player begins with a cumulative score of 0.
Rules of Play
The game proceeds through seven rounds. In each round, every player throws three darts at that round's designated Cricket number. The rounds are played in fixed order: Round 1 targets 15, Round 2 targets 16, Round 3 targets 17, Round 4 targets 18, Round 5 targets 19, Round 6 targets 20, and Round 7 targets the Bull.
Only darts that land in the current round's target number count toward the player's score. Any dart landing in a segment other than the designated target scores nothing for that throw. Standard segment multipliers apply to on-target hits:
- Single = 1 mark (face value of the target number)
- Double (outer narrow ring) = 2 marks (2× face value)
- Triple (inner narrow ring) = 3 marks (3× face value)
- Outer Bull (during the Bull round) = 25 points
- Inner Bull (during the Bull round) = 50 points
Halving penalty: If a player fails to hit the designated target number with any of their three darts in a round — that is, all three darts miss the target entirely — the player's entire cumulative score is halved (rounded down). This penalty applies before the next round begins.
For example, if a player enters Round 4 (target: 18) with a cumulative score of 94 and misses the 18 segment with all three darts, their cumulative score is halved to 47 before Round 5 begins.
Scoring
Points earned each round equal the standard dartboard value of each on-target hit. The points from all on-target darts in a round are added to the player's running cumulative total.
- In the 15 round, a single 15 scores 15, a double 15 scores 30, and a triple 15 scores 45.
- In the 20 round, a single 20 scores 20, a double 20 scores 40, and a triple 20 scores 60. Hitting three triple-20s in that round yields 180 points — the maximum for any single round on a numbered target.
- In the Bull round, the outer bull scores 25 and the inner bull scores 50. Three inner bulls yield 150 points.
The maximum theoretical score across all seven rounds (assuming no penalties and all triples or inner bulls) is: 45 + 48 + 51 + 54 + 57 + 60 = 315 from the numbered rounds, plus up to 150 from the Bull round, for a grand total of 465. In practice, any score above 200 represents strong, consistent Cricket targeting.
Remember: the halving penalty for a blank round can be devastating. A player who scores 120 through five rounds but blanks Round 6 drops to 60 before the final Bull round.
Winning
After all seven rounds have been completed, the player with the highest cumulative score wins. If two or more players are tied after the final round, a tiebreaker may be played by having each tied player throw three darts at the Bull; the player with the highest single-round Bull score wins. If still tied, repeat the tiebreaker until the tie is broken.
Because Cricket Count-Up is primarily a practice and skill-development game, it is also commonly played solo, in which case the player simply aims to beat their own personal best score.
Variations
Reverse Cricket Count-Up: The round order is inverted — players begin with the Bull and work downward through 20, 19, 18, 17, 16, and 15. This places the most difficult target first, when no cumulative score is at risk from the halving penalty, but it also means the highest-value numbered targets (20, 19) come early, altering the scoring curve.
Full-Board Count-Up: Instead of restricting play to the seven Cricket numbers, the game is expanded to cover all 20 numbered segments plus the Bull across 21 rounds, played in ascending or descending order. This extended format provides a comprehensive warm-up routine but significantly lengthens game time.
Cricket Count-Up is itself a practice variant that combines elements of Cricket (the standard territorial darts game using numbers 15–20 and Bull) with the cumulative scoring structure of a traditional Count-Up game.
Strategy & Tips
Survive every round — avoid the blank: The halving penalty is the single most consequential rule in Cricket Count-Up. When throwing at a difficult target, prioritize landing at least one dart on the number, even if it is only a single. A single 15 (15 points) is infinitely better than zero hits, which could cost you half of a 100+ point cumulative total.
Build your lead in the high-value rounds: Rounds targeting 19 and 20 offer the most points per mark among the numbered targets. Concentrate especially hard during these rounds — three triple-20s (180 points) can dramatically separate you from opponents.
Treat the Bull round with respect: The Bull is the smallest target on the board and the final round, meaning your entire accumulated score is at stake. If you are ahead, a conservative approach — aiming for the larger outer bull area (25 points) rather than risking a miss by targeting only the inner bull — can secure the win. A blank Bull round halves your total at the worst possible moment.
Use early rounds as a warm-up ladder: The ascending order (15 through 20) naturally moves your eye and grouping upward on the board. Use the 15 round to settle your throw and establish rhythm. Consistent singles in the early rounds build a cushion that makes the halving penalty less catastrophic later.
Track your per-round averages over time: Because Cricket Count-Up is designed as a practice tool, keep records of your score on each target number across multiple sessions. Identifying which Cricket numbers you hit least reliably tells you exactly where to focus your practice outside this game.
Related Games
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No-Score Cricket
Race to close all seven cricket targets without any point scoring. Pure speed variant.
Cut-Throat Cricket
Points scored on open numbers are added to opponents' totals. Lowest score wins. Best cricket variant for 3+ players.
English Cricket
One player bats (scores runs above 40), the other bowls (takes wickets via bullseye). Roles reverse after all wickets fall.