Skip to main content
DolfDarts homeDOLFDARTS

No-Score Cricket

Race to close all seven cricket targets without any point scoring. Pure speed variant.

TR-013

At a Glance

Category

standard

Mechanic

Territorial

Difficulty

Beginner

Players

2–4

Estimated Time

~12 min

Board Type

standard

Equipment

Standard dartboard and darts

Also Known As

Closing Cricket, Points-Free Cricket

Board Coverage Heat MapStandard Cricket targets — first to close all seven wins. 8 of 22 targets active.2011841361015217319716811149125

Board Coverage

Standard Cricket targets — first to close all seven wins

Primary
Secondary
Occasional

8 of 22 targets active

Your Compatibility

Set up your player profile to see how well this game matches your skill level.

Set Up Profile

Quick Rules

Goal

Be the first player to close all seven cricket target numbers — 20, 19, 18, 17, 16, 15, and Bullseye — before your opponent. There is no point scoring whatsoever; the game is purely a race to close ev...

Win Condition

The first player to close all seven numbers ( 20, 19, 18, 17, 16, 15, and Bull ) wins the game immediately. Victory can occur mid-turn — if a player's first or second dart of a visit closes the final ...

2–4 players~12 minbeginnerstandard board

Objective

Be the first player to close all seven cricket target numbers — 20, 19, 18, 17, 16, 15, and Bullseye — before your opponent. There is no point scoring whatsoever; the game is purely a race to close every number. This makes No-Score Cricket an ideal introductory variant for players learning the mechanics of cricket before advancing to the standard, points-based format.

Setup

Two or more players may compete. The scoreboard should list the seven target numbers (20, 19, 18, 17, 16, 15, and Bull) with a column for each player. Because there is no point scoring, no score column is needed — only mark-tracking columns.

To determine throwing order, each player throws one dart at the bullseye; the player whose dart lands closest throws first. Use the standard cricket mark notation on the scoreboard: a single slash (/) for one mark, an X for two marks, and a circle () for three marks, indicating the number is closed.

Rules of Play

Players take turns throwing three darts per visit. The objective on each turn is to accumulate marks on the seven target numbers. A number is closed once a player records three marks on it. Marks are earned as follows:

  • Single segment = 1 mark
  • Double segment (outer narrow ring) = 2 marks
  • Triple segment (inner narrow ring) = 3 marks (closes the number in a single dart)
  • Outer bullseye (25 ring) = 1 mark toward Bull
  • Inner bullseye = 2 marks toward Bull

Numbers may be closed in any order, and a player may hit multiple different numbers within the same three-dart visit. For example, a player could throw a triple 20 (closing 20 outright), a single 19 (one mark on 19), and an outer bull (one mark on Bull) — all in the same turn.

No scoring penalty or bonus exists. Once a player has accumulated three marks on a number and closed it, any additional darts landing in that number's segments have no effect — no points are added to any player's tally, as there is no tally. The dart is simply wasted. For instance, if you have already closed 18 and your next dart lands in triple 18, nothing happens; you gain no advantage from that throw.

Darts that land outside all seven target areas (e.g., in the single 14 segment, or off the board entirely) do not count toward any number and are disregarded.

Scoring

No-Score Cricket uses no point scoring. The only information tracked is each player's marks toward closing each of the seven target numbers. Each number requires exactly three marks to close.

  • If you hit a double 17, you record 2 marks on 17 (one more mark needed to close).
  • If you hit a triple 15, you record 3 marks on 15, closing it immediately with a single dart.
  • If you have 1 mark on 16 and hit a double 16, you record 2 additional marks, reaching 3 total — 16 is now closed.
  • If you hit the inner bullseye when you already have 1 mark on Bull, you add 2 marks for a total of 3 — Bull is closed.

Excess marks beyond three on any number are disregarded. For example, if you have 2 marks on 19 and throw a triple 19 (3 marks), only 1 of those marks is needed to close 19; the remaining 2 marks are lost with no further effect.

Winning

The first player to close all seven numbers (20, 19, 18, 17, 16, 15, and Bull) wins the game immediately. Victory can occur mid-turn — if a player's first or second dart of a visit closes the final remaining number, the game ends at that moment and the remaining darts in the visit need not be thrown.

Because there is no point scoring, no tiebreaker mechanism is required. It is impossible for two players to tie; one player will always close their final number before the other. In match play, players may compete over multiple legs (e.g., best of 3 or best of 5 legs), alternating who throws first in each subsequent leg.

Variations

Standard (Scored) Cricket: No-Score Cricket is itself a simplified variant of standard Cricket. In the parent game, once a player closes a number that the opponent has not yet closed, additional hits on that number score points equal to the segment's value. The strategic depth of point scoring transforms the game significantly. No-Score Cricket removes this layer entirely.

Sequential Cricket: Numbers must be closed in descending order — 20 first, then 19, then 18, and so on, finishing with Bull. Darts landing on out-of-sequence numbers do not count. This variation adds an additional layer of difficulty and forces players to demonstrate precision on each specific target before moving on.

Expanded Number Set: Rather than limiting targets to 15–20 plus Bull, the game can be played with a wider range of numbers (e.g., 10–20 plus Bull), increasing the total number of closures required and lengthening the game.

Timed / Round-Limited Cricket: A maximum number of rounds is imposed (e.g., 20 rounds per player). If neither player has closed all numbers by the end of the final round, the player with the most closed numbers wins. If still tied, the player with the most total marks across all numbers wins.

Strategy & Tips

Prioritize triples to close fast: A single triple closes a number outright in one dart, leaving your remaining two darts free to attack other numbers. Targeting the triple ring is the fastest path to victory — for example, hitting triple 20, triple 19, and triple 18 in a single visit closes three numbers at once.

Start with your strongest numbers: Since numbers may be closed in any order, begin with the segments where you have the highest confidence. Building early momentum by closing two or three numbers quickly puts pressure on your opponent and lets you concentrate your remaining darts on trickier targets.

Save the bullseye for a deliberate effort: The bullseye is typically the hardest target to close because even the inner bull only yields 2 marks (not 3), meaning you cannot close it with a single dart. Plan a turn where you dedicate all three darts to the bull — hitting an inner bull (2 marks) plus an outer bull (1 mark) closes it in two darts.

Use this game to build your cricket foundation: Because there is no scoring penalty for an opponent closing numbers before you, you can focus entirely on accuracy and muscle memory. Treat each turn as a targeted practice session — this experience translates directly to standard scored Cricket.

Track your opponent's progress: Even without point scoring, awareness of which numbers your opponent still needs to close helps you gauge pacing. If your opponent is one mark away from closing their final number, you know you must close your remaining targets on your next visit or risk losing the leg.