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English Cricket

One player bats (scores runs above 40), the other bowls (takes wickets via bullseye). Roles reverse after all wickets fall.

TR-007

At a Glance

Category

standard

Mechanic

Territorial

Difficulty

Intermediate

Players

2

Estimated Time

~30 min

Board Type

standard

Equipment

Standard dartboard and darts

Also Known As

Bowlers and Batters, British Cricket, Wickets and Runs

Board Coverage Heat MapUpper numbers 15–20 and bullseye — the standard Cricket targets. 8 of 22 targets active.2011841361015217319716811149125

Board Coverage

Upper numbers 15–20 and bullseye — the standard Cricket targets

Primary
Secondary
Occasional

8 of 22 targets active

Your Compatibility

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Quick Rules

Goal

English Cricket is a two-player (or two-team) darts game inspired by the bat-and-ball sport of cricket. One player assumes the role of the Batter , attempting to accumulate as many runs as possible, w...

Win Condition

After both players have completed one innings each as Batter (and one as Bowler), the player with the higher cumulative run total from their batting innings wins the game. If the second Batter surpass...

2 players~30 minintermediatestandard board

Example Round

English Cricket: one player bats (scores runs), the other fields (takes wickets). After the fielder takes 10 wickets, roles swap — highest run total wins.

Alice (batting)Bob (fielding)

Target

Board Coverage Heat MapTarget: Single 20. 1 of 22 targets active. Ring focus: single.2011841361015217319716811149125

Board Coverage

Target: Single 20

Primary
Secondary
Occasional

Ring focus: Singles only

1 of 22 targets active

Scorecard

Alice bats first — she hits S20, S20, S20 scoring 60 runs. Each dart scores its face value as runs.

Step 1 of 5

Objective

English Cricket is a two-player (or two-team) darts game inspired by the bat-and-ball sport of cricket. One player assumes the role of the Batter, attempting to accumulate as many runs as possible, while the other player assumes the role of the Bowler, attempting to take wickets by hitting the bullseye. After the Bowler claims all ten wickets, the innings ends and the players swap roles. The player who scores the most runs during their batting innings wins the game.

Unlike American Cricket — which uses only segments 15–20 and the bullseye — English Cricket employs the entire dartboard, making it a fundamentally different game in both strategy and mechanics.

Setup

English Cricket requires two players (or two teams). Determine who bats first and who bowls first — typically by each player throwing a single dart at the bullseye, with the closest dart choosing their preferred role. Some players prefer to bat first to set a target; others prefer to bat second to know the score they must chase.

On the scoreboard, record 10 wicket marks (tally lines) for the Bowler's side. These represent the wickets the Bowler must take to end the Batter's innings. The Batter's run total begins at 0. All segments of a standard dartboard (numbers 1–20, outer bullseye, and inner bullseye) are in play for the Batter. Only the bullseye (outer and inner) is relevant to the Bowler's objective.

A standard bristle dartboard and a set of three darts per player are required. No special equipment beyond a scoreboard is needed.

Rules of Play

Players alternate turns, each throwing three darts per visit. The Batter always throws first in the innings. Play proceeds as follows:

Batter's Turn: The Batter throws three darts and totals their score using standard dartboard values. Only the amount above 40 is recorded as runs. If the three-dart total is 40 or below, no runs are scored for that visit. Doubles and triples count at their full face value for the Batter.

  • If a Batter throws triple 20 (60) + triple 19 (57) + triple 18 (54) = 171 total, they score 171 − 40 = 131 runs.
  • If a Batter throws single 5 (5) + single 11 (11) + single 20 (20) = 36 total, they score 0 runs because 36 does not exceed the 40 threshold.
  • If a Batter throws single 20 (20) + single 18 (18) + single 3 (3) = 41 total, they score 41 − 40 = 1 run.

Bowler's Turn: The Bowler throws three darts aiming exclusively at the bullseye. Wickets are taken only by hitting the bull:

  • Outer bullseye (25 ring) = 1 wicket
  • Inner bullseye (double bull, 50) = 2 wickets

All other segments hit by the Bowler are wasted — they do not count for any purpose. A Bowler who hits inner bull + outer bull + single 20 in one visit takes 2 + 1 = 3 wickets total (the single 20 is disregarded).

End of Innings: Once the Bowler has accumulated a total of 10 wickets, the batting innings is over. The Batter's cumulative run total is recorded. If the Bowler's final dart takes more wickets than remain (for example, hitting an inner bullseye when only 1 wicket is left), the excess is simply ignored — the innings ends immediately.

Second Innings: The players swap roles. The new Batter now attempts to surpass the run total set by the first Batter, while the new Bowler works to take all 10 wickets before that happens.

Scoring

The Batter's scoring follows a threshold system. Standard dartboard values apply to every segment:

  • Single: face value (1–20 points)
  • Double ring: 2× face value (2–40 points)
  • Triple ring: 3× face value (3–60 points)
  • Outer bullseye: 25 points
  • Inner bullseye: 50 points

After totalling all three darts, subtract 40. If the result is positive, that number is added to the Batter's cumulative run total. If the result is zero or negative, no runs are added. For example, three single 20s total 60 — yielding 60 − 40 = 20 runs. A visit of triple 20 (60) + triple 20 (60) + triple 20 (60) totals 180 — yielding 180 − 40 = 140 runs, the maximum possible in a single visit.

The Bowler does not score runs. The Bowler's progress is tracked solely by wickets taken: 1 wicket per outer bullseye and 2 wickets per inner bullseye. For instance, if a Bowler hits two outer bulls and one inner bull in a single visit, that is 1 + 1 + 2 = 4 wickets taken in one turn.

Winning

After both players have completed one innings each as Batter (and one as Bowler), the player with the higher cumulative run total from their batting innings wins the game. If the second Batter surpasses the first Batter's total before all 10 wickets have fallen, the innings may continue to establish a final score, or the game may be called at that point by agreement.

If both players finish with the same number of runs, the game is declared a draw. Alternatively, players may agree before the match to play an additional tiebreaker innings — one more full innings each — to determine a winner.

Variations

Beginner's Threshold: To make the game more accessible to newer players, the Batter's scoring threshold may be lowered from 40 to 30 (or another agreed-upon value). This allows less experienced throwers to score runs more frequently and keeps the game competitive when skill levels differ.

Expanded Wicket Targets: In some casual versions, the Bowler may take wickets by hitting designated segments other than just the bullseye, broadening the target area and speeding up the innings. The specific segments and wicket values should be agreed upon before play begins.

Team Play: English Cricket adapts naturally to teams. Team members alternate as the throwing player on each visit while batting or bowling. For example, in a two-person team, Player A throws the first batting visit, Player B throws the second, and so on, alternating throughout the innings.

Bullseye Bonus: Some house rules award the Batter bonus runs for hitting the bullseye during their batting turn — for example, an extra 25 runs for an outer bull or 50 for an inner bull — on top of the standard scoring calculation. This variant rewards all-around accuracy and adds an extra tactical dimension to the Batter's shot selection.

Strategy & Tips

Target the High Trebles When Batting: The 40-point threshold means you must consistently exceed that mark to score any runs at all. Three single 20s (60 total) yields only 20 runs, whereas a single triple 20 (60) already exceeds the threshold on its own. Concentrate on treble 20, treble 19, and treble 18 to maximise your runs per visit. A turn of triple 20 + triple 19 + single 20 scores 60 + 57 + 20 = 137 − 40 = 97 runs.

Practise the Bullseye Relentlessly as Bowler: The Bowler's entire contribution hinges on a single target — the bullseye. Every dart that misses the bull is completely wasted. Dedicate focused practice time to bull accuracy; even a modest improvement in your bull hit-rate dramatically shortens the innings and limits the Batter's scoring opportunities.

Know the Maths of the Threshold: Any three-dart combination totalling 40 or less scores nothing, so understand which combinations break the barrier. Three darts averaging just over 13.3 each will cross the threshold. A visit of single 14 + single 14 + single 14 = 42, scoring just 2 runs — barely worth celebrating. Aim higher to make your turns count.

Use Second-Innings Knowledge to Your Advantage: If you bat second, you know exactly how many runs you need. This shapes your strategy: if the target is modest, you can throw conservatively at reliable segments rather than risking low-percentage trebles. If the target is high, you know you must attack the big trebles aggressively from the start and cannot afford wasted visits.

Bowl Efficiently to Limit Exposure: Every additional turn the Batter gets is another chance for a high-scoring visit. As Bowler, your goal is not just to take 10 wickets, but to take them quickly. A Bowler who averages even one outer bull per visit still needs 10 visits — giving the Batter 10 turns to pile on runs. Hitting inner bulls (2 wickets each) can cut the innings in half and is the single most impactful skill in the Bowler's role.

Video Tutorials

How To Play Darts: English Cricket

Dartshopper · YouTube