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Scram

One player closes numbers (Stopper), the other accumulates points on open numbers (Scorer). Roles swap for round two.

TR-017

At a Glance

Category

pub

Mechanic

Territorial

Difficulty

Intermediate

Players

2

Estimated Time

~20 min

Board Type

standard

Equipment

Standard dartboard and darts

Also Known As

Scam, Stopper and Scorer

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

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Quick Rules

Goal

Scram is a two-phase territorial game for two players (or two teams). In each phase, one player assumes the role of the Stopper — whose task is to close numbers on the board as quickly as possible — w...

Win Condition

After both phases are complete — meaning each player has served once as Stopper and once as Scorer — the two Scorer-phase totals are compared. The player with the higher score from their Scorer phase ...

2 players~20 minintermediatestandard board

Objective

Scram is a two-phase territorial game for two players (or two teams). In each phase, one player assumes the role of the Stopper — whose task is to close numbers on the board as quickly as possible — while the other player acts as the Scorer — whose task is to accumulate as many points as possible on numbers that remain open. After the first phase concludes, the players swap roles and play a second phase. The player who amasses the higher point total during their turn as Scorer wins the game.

Setup

Scram requires a standard bristle dartboard, a set of darts for each player, and a scoreboard. All numbers 1–20 and the bullseye are in play. List every number on the scoreboard so that both players can track which numbers are still open and which have been closed by the Stopper.

Determine who will serve as Stopper and who will serve as Scorer in the first phase. The customary method is for each player to throw a single dart at the bullseye; the player whose dart lands closest to the bull chooses their preferred role (or, by house rule, automatically assumes the Stopper role). The Scorer's column on the scoreboard should begin at 0.

Rules of Play

Phase 1 proceeds in alternating turns. The Stopper throws first each round. With each of the Stopper's three darts, any number hit — whether by a single, double, or treble — is immediately closed. Only one hit is required to close a number; there is no need for multiple marks. Once a number is closed, it is crossed off the scoreboard and is unavailable to the Scorer for the remainder of that phase. If the Stopper hits the bullseye (outer bull or inner bull), the bullseye is closed in the same manner.

After the Stopper's turn, the Scorer throws three darts. The Scorer earns points on any number that is still open at the time of the throw. Standard dartboard values apply:

  • Single segment = face value (1–20)
  • Double ring (outer narrow ring) = 2× face value
  • Triple ring (inner narrow ring) = 3× face value
  • Outer bullseye = 25 points
  • Inner bullseye = 50 points

If the Scorer's dart lands in a number that has already been closed, that dart scores zero — it is simply a wasted throw. The Scorer's accumulated points are recorded on the scoreboard after each turn.

Phase 1 ends the moment the Stopper has closed all 21 targets (numbers 1–20 plus the bullseye). The Scorer does not throw again once the final number is closed.

Phase 2 then begins with the roles reversed: the former Scorer becomes the Stopper, and the former Stopper becomes the Scorer. A fresh scoreboard is prepared with all numbers reopened, and Phase 2 follows the identical rules. Phase 2 ends when the new Stopper closes all numbers.

Scoring

Only the Scorer accumulates points; the Stopper's phase score is always zero. The Scorer earns points strictly on open (unclosed) numbers. Standard dartboard multipliers apply in full:

  • Hitting a single 20 on an open number scores 20 points.
  • Hitting a double 20 on an open number scores 40 points.
  • Hitting a triple 20 on an open number scores 60 points.
  • Hitting the outer bullseye (if open) scores 25 points; the inner bullseye scores 50 points.

For example, if numbers 20, 18, and the bullseye are still open, and the Scorer throws triple 20, single 18, and inner bull in a single turn, that visit scores 60 + 18 + 50 = 128 points. However, if the Stopper had already closed the 20 before that turn, the triple 20 would count for nothing and the visit would score only 18 + 50 = 68 points.

Each player's total from their Scorer phase is their final score for comparison purposes.

Winning

After both phases are complete — meaning each player has served once as Stopper and once as Scorer — the two Scorer-phase totals are compared. The player with the higher score from their Scorer phase wins the game. In the event of an exact tie, a common resolution is to play a single tiebreak phase with a coin flip determining roles, though house rules may vary.

For extended match play, players may contest a best-of-three or best-of-five series of full games (each game comprising two phases), alternating who takes the Stopper role first in each successive game.

Variations

Multi-Mark Scram: Instead of closing a number with a single hit, the Stopper must land two or three marks on a number to close it (similar to the closing mechanic in Cricket). Doubles count as two marks and triples count as three marks toward closing. This variation significantly extends the Scorer's window to accumulate points and tends to produce higher final scores.

Cricket-Numbers Scram: Rather than using all numbers 1–20 plus the bullseye, play is restricted to the Cricket numbers only: 15, 16, 17, 18, 19, 20, and the bullseye. This concentrates the action on high-value segments and shortens each phase considerably.

Team Scram: Two teams of two or more players compete. Teammates alternate turns within each phase — for instance, Player A throws the team's first Stopper turn, Player B throws the second, and so on. Scoring and closing rules remain unchanged. This variant is well suited to group play in social settings.

Scram is closely related to Cricket, sharing the concept of closing numbers to deny an opponent scoring opportunities, but it replaces Cricket's simultaneous offense-and-defense structure with distinct, sequential Stopper and Scorer roles.

Strategy & Tips

Close the big numbers first (Stopper): As the Stopper, your top priority should be shutting down 20, 19, 18, and the bullseye before anything else. These targets offer the Scorer the highest potential returns — a single visit of three triple-20s is worth 180 points. Denying access to even one of these numbers early drastically limits the Scorer's ceiling.

Target trebles on your highest open numbers (Scorer): As the Scorer, every open turn is precious because the Stopper is steadily reducing your options. Always aim for the triple ring of the highest available number. If 20 is still open, three darts at triple 20 can yield up to 180 points in a single visit — a swing that is nearly impossible to overcome.

Don't waste darts on already-closed numbers (Stopper): Accuracy under pressure matters. Before each Stopper turn, glance at the scoreboard and identify which numbers remain open. A dart thrown at an already-closed number is a wasted opportunity, giving the Scorer an extra round of scoring on the remaining high-value targets.

Adapt your Scorer strategy as numbers disappear: Early in the phase you should attack the 20 and 19 aggressively. But once those are closed, pivot immediately to the next-highest open segment rather than stubbornly aiming at a closed number out of habit. Flexibility and awareness of the board state separate strong Scorer phases from mediocre ones.

Use Phase 1 to set your target score: Whichever role you play first, the Phase 1 result establishes the benchmark. If you were the Scorer in Phase 1 and posted a high total, you know exactly how aggressively you need to close numbers in Phase 2. Conversely, if you were the Stopper first, you know the score you need to beat — plan your Scorer phase accordingly, taking calculated risks on trebles when necessary.

Video Tutorials

The Dart Game Scram

Ten Minutes of Your Time · YouTube