Random Cricket
Six randomly selected numbers plus bullseye replace the standard 20-15 targets.
At a Glance
Category
standardMechanic
TerritorialDifficulty
Intermediate
Players
2–4
Estimated Time
~20 min
Board Type
standard
Equipment
Standard dartboard and darts
Also Known As
Random Number Cricket
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
Random Cricket follows the same fundamental objective as standard Cricket: be the first player to close all designated target numbers while accumulating a score equal to or higher than every opponent....
Win Condition
A player wins by satisfying both of the following conditions: they have closed all seven target numbers (3 or more marks on each), and their cumulative point total is equal to or greater than every op...
Objective
Random Cricket follows the same fundamental objective as standard Cricket: be the first player to close all designated target numbers while accumulating a score equal to or higher than every opponent. The critical twist is that the six numbered targets are chosen at random from the full 1–20 range, rather than using the fixed 15, 16, 17, 18, 19, and 20. The bullseye is always included as the seventh target. This forces players to demonstrate versatility across the entire dartboard and prevents reliance on well-practiced routines.
Setup
Two or more players may compete. Before play begins, six numbers are randomly selected from the range of 1–20. The selection method may be an electronic dartboard's built-in random generator (common on DARTSLIVE and Phoenix machines), a software or app-based random number generator, or physical lots drawn from a hat. The bullseye is always included as the seventh and final target, regardless of the draw. All seven targets should be clearly listed on the scoreboard for every player.
Standard Cricket mark notation is used: three columns (or slash/X/circle notation) beside each target number for each player, with a points column for recording scores. To determine throwing order, each player throws a single dart at the bullseye; the player whose dart lands closest to the inner bull throws first. On electronic dartboards, the machine typically selects the random numbers automatically and displays them at the start of the game.
Rules of Play
All standard Cricket rules govern play, with the sole exception that the six numbered targets are randomly determined rather than fixed at 15–20. Players take turns throwing three darts per visit. Only darts that land in one of the seven designated target segments (the six random numbers plus the bullseye) count toward the game; hits on any other number are ignored.
Marking (closing) a number: A player must accumulate three marks on a target number to open it. Marks are earned as follows:
- Single segment = 1 mark
- Double ring (outer narrow ring) = 2 marks
- Triple ring (inner narrow ring) = 3 marks
For the bullseye:
- Outer bull (25 ring) = 1 mark
- Inner bull (inner circle) = 2 marks
Scoring points: Once a player has opened a number (achieved 3 or more marks), every subsequent hit on that number scores points — provided the opponent has not yet closed it (i.e., the opponent has fewer than 3 marks on that number). Points are scored at face value for singles, double value for the double ring, and triple value for the triple ring.
Closing a number: A number is closed — and removed from further scoring — once all players have recorded at least 3 marks on it. No player may score additional points on a closed number.
Example: Suppose the random draw produces the targets 3, 7, 11, 14, 17, 19, plus the bullseye. Player A throws a triple 7 on their first dart, immediately opening 7 with 3 marks. Their second dart lands in single 7, scoring 7 points (since 7 is open for Player A but Player B has zero marks on it). Their third dart hits single 14, recording 1 mark toward closing 14. Player B must now work to close 7 — by accumulating 3 marks on it — to stop Player A from scoring further on that number.
Scoring
Point values follow standard dartboard arithmetic, applied only to the seven target numbers in play:
- Single: Face value of the segment (e.g., single 3 = 3 points, single 19 = 19 points)
- Double: 2× face value (e.g., double 11 = 22 points, double 14 = 28 points)
- Triple: 3× face value (e.g., triple 7 = 21 points, triple 17 = 51 points)
- Outer bull: 25 points
- Inner bull: 50 points
Points are earned only on numbers the throwing player has opened (3+ marks) and that at least one opponent has not yet closed (fewer than 3 marks). For example, if Player A has opened 19 and hits a triple 19, they score 57 points — but only if Player B still has fewer than 3 marks on 19. Once both players reach 3 marks on 19, it is closed and no further points can be scored on it by anyone.
Note that when low-value numbers appear in the random draw, point-scoring potential is significantly reduced. A triple 3 yields only 9 points, compared to 60 points from a triple 20 in standard Cricket. This shifts the strategic calculus considerably.
Winning
A player wins by satisfying both of the following conditions: they have closed all seven target numbers (3 or more marks on each), and their cumulative point total is equal to or greater than every opponent's total. If a player closes all targets but trails in points, play continues — that player must score additional points on any numbers their opponent has not yet closed, while the trailing opponent attempts to close their remaining numbers.
If both players close all seven targets on the same visit and one player holds a higher score, the player with the higher score wins. In match play, Random Cricket legs may be played in a best-of series (e.g., best of 3 or best of 5 legs), with a fresh random number selection for each leg.
Variations
Cut-Throat Random Cricket: Combines the random number selection with cut-throat (or inverse) scoring. When a player scores on an open number, the points are added to every opponent's total rather than the throwing player's own. The winner is the player who closes all targets and has the lowest score. This variant punishes players who fall behind on closing and is popular in groups of three or more.
Extended or Reduced Target Counts: Some groups vary the number of random targets — for example, 5 random numbers plus the bullseye (6 targets total) for a quicker game, or 8 random numbers plus the bullseye (9 targets total) for a longer, more demanding contest. The bullseye always remains in play.
Wild Cricket: A less common variant in which each player receives a different set of random numbers. This creates an asymmetric contest where defensive play is even more complex, as closing an opponent's number may require hitting segments that are not among your own targets.
First-Throw Selection (Steel-Tip): In some steel-tip formats, rather than drawing numbers from a hat, the random targets are determined by each player's first throw of the game; the numbers hit by those darts become the targets. This method adds a layer of unpredictability and is a popular pub variant when no random number generator is available.
Strategy & Tips
Practice the entire board: Standard Cricket rewards mastery of the 15–20 segments, but Random Cricket can place any number in play. Dedicate practice sessions to less-visited segments — especially low numbers like 1–10, where the triple and double beds are physically the same size but psychologically unfamiliar. Comfort with the full board is the single greatest edge in this format.
Prioritize closing low-value numbers defensively: If the draw includes a low number such as 3 or 4, the scoring potential on that segment is minimal (triple 3 = only 9 points). Rather than investing darts to open it for scoring, focus on closing it quickly to neutralize it. Reserve your offensive scoring efforts for the highest-value target numbers in the draw.
Adapt your strategy to the number set: Assess the random draw before planning your approach. A draw heavy in high numbers (e.g., 14, 16, 17, 18, 19, 20) rewards aggressive point-scoring, much like standard Cricket. A draw dominated by low numbers (e.g., 2, 5, 6, 8, 11, 13) means points will be scarce — shift toward a closing-first strategy and treat the bullseye as your primary scoring weapon at 25 or 50 points per hit.
Leverage the bullseye's guaranteed presence: Since the bullseye is always one of the seven targets, it is the one segment you can prepare for with certainty. Practising bullseye accuracy pays dividends in every Random Cricket game. An opened bullseye with the inner bull scoring 50 points per hit can swing the game decisively, especially when the random draw yields mostly low-value numbers.
Watch your opponent's marks carefully: Because the target numbers change every game, it is easy to lose track of which numbers are still open for scoring. Before each visit, glance at the scoreboard to confirm which of your open numbers your opponent has not yet closed — those are your live scoring opportunities. Throwing at a number both players have already closed wastes darts and tempo.
Related Games
Standard Cricket
Close numbers 20-15 and bullseye by hitting each three times. Score points on closed numbers opponents haven't closed. The most popular game in North American bars.
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Select-A-Cricket
Players choose their own target numbers before the game begins, adding a strategic draft element.