Scram Cricket
One player scores on cricket numbers while the other tries to close them. Roles reverse after one round.
At a Glance
Category
standardMechanic
TerritorialDifficulty
Intermediate
Players
2
Estimated Time
~18 min
Board Type
standard
Equipment
Standard dartboard and darts
Also Known As
Scram, Quick Cricket
Board Coverage
Upper numbers 15–20 and bullseye — the standard Cricket targets
8 of 22 targets active
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Goal
Scram Cricket is a two-player (or two-team) dart game played over two rounds. In each round, one player assumes the role of the Stopper , whose objective is to close (block) every number on the board ...
Win Condition
After both rounds are complete — meaning each player has served as both Stopper and Scorer — the player with the higher cumulative score from their Scoring round wins the game. Note that only the poin...
Objective
Scram Cricket is a two-player (or two-team) dart game played over two rounds. In each round, one player assumes the role of the Stopper, whose objective is to close (block) every number on the board as quickly as possible, while the other player assumes the role of the Scorer, whose objective is to accumulate as many points as possible on numbers that remain open.
After the first round, roles swap. Once both rounds are complete, the player who amassed the higher point total during their turn as Scorer wins the game.
Setup
Scram Cricket requires two players (or two teams), a standard bristle dartboard, three darts per player, and a scoreboard. All numbers 1–20 and the bullseye are in play — a total of 21 targets. The scoreboard should list every target so that the Stopper's closures and the Scorer's running total can be tracked clearly.
To determine throwing order, each player throws one dart at the bullseye; the player whose dart lands closest may choose whether to be the Stopper or the Scorer in round one. The Stopper always throws first within each round. After round one, roles reverse for round two.
Rules of Play
Round structure: The game is played in two rounds. In each round, one player is the Stopper and the other is the Scorer. Players alternate turns of three darts, with the Stopper always throwing first in a turn cycle (Stopper throws three darts, then Scorer throws three darts). The round continues until all 21 targets (numbers 1–20 and the bullseye) have been stopped.
Stopper's turn: The Stopper's goal is to close numbers. Any number hit by the Stopper is immediately stopped — marked with an X on the scoreboard. Unlike standard Cricket, only one hit is needed to stop a number, regardless of whether the dart lands in the single, double, or triple segment of that number. For the bullseye, hitting either the outer bull or inner bull stops it. Once a number is stopped, it cannot score points for the Scorer for the remainder of that round.
Scorer's turn: The Scorer throws three darts and earns points for every dart that lands on a number that has not yet been stopped. Standard dartboard values apply:
- Single segment = face value (1–20)
- Double ring (outer narrow) = 2× face value
- Triple ring (inner narrow) = 3× face value
- Outer bullseye = 25 points
- Inner bullseye = 50 points
If a dart lands on a number that has already been stopped, it scores zero points.
Example turn: Suppose the Stopper has already closed 20, 19, and 18. The Scorer throws triple 17 (51 points), single 16 (16 points), and single 20 (0 points — already stopped). The Scorer earns 67 points for that visit.
End of round: The round ends the moment the Stopper closes the last remaining open number. The Scorer's cumulative total for that round is recorded. In round two, roles swap and a fresh board is used (all 21 targets reopen). Play proceeds identically until all numbers are stopped again.
Scoring
Only the Scorer accumulates points, and only on numbers that are still open. Standard dartboard multipliers apply in full for the Scorer:
- Single: 1–20 points (face value)
- Double: 2–40 points (2× the segment number)
- Triple: 3–60 points (3× the segment number)
- Outer bull: 25 points
- Inner bull: 50 points
For the Stopper, the multiplier of the segment is irrelevant — a single 20, double 20, or triple 20 all close the number 20 equally. Only one hit is required.
Example: If the numbers 15, 17, and the bullseye are the only targets still open, and the Scorer throws triple 15 (45), double 17 (34), and inner bull (50), the Scorer earns 129 points on that visit. If the next dart lands on single 12 but 12 is already stopped, it scores nothing.
Winning
After both rounds are complete — meaning each player has served as both Stopper and Scorer — the player with the higher cumulative score from their Scoring round wins the game. Note that only the points earned while in the Scorer role count; the Stopper earns no points.
In the rare event of an exact tie, a sudden-death tiebreak is used: each player throws one dart at the bullseye, and the player whose dart lands closest to the inner bull wins. If still tied, additional single-dart throws continue until the tie is broken.
Variations
Cricket Scram (Short-Board Scram): Instead of using all numbers 1–20 and the bullseye, only the standard Cricket numbers are in play — 15, 16, 17, 18, 19, 20, and the bullseye (seven targets). This significantly shortens the game and is popular when time is limited or when players want to focus on the premium scoring segments.
Quick Scram (Sequential Scram): The Stopper must close numbers in ascending order — 1, then 2, then 3, and so on through 20, finishing with the bullseye. Darts that land on out-of-sequence numbers do not close anything, making the Stopper's task considerably harder and giving the Scorer more time to accumulate points.
Three-Player Scram: One player serves as the Stopper while the other two both play as Scorers competing against each other. Three full rounds are played so that each player takes one turn as the Stopper. The Scorer with the highest single-round total across all rounds wins.
Triple-Close Scram: The Stopper must hit a number three times to close it (as in standard Cricket), rather than just once. Singles count as one mark, doubles as two marks, and triples as three marks. This variant dramatically increases the Scorer's opportunities and tends to produce much higher totals.
Strategy & Tips
Stopper: close high numbers first. As the Stopper, your top priority should be shutting down 20, 19, 18, and the bullseye as early as possible. These are the segments where the Scorer can inflict the most damage — a single triple 20 is worth 60 points. Every turn those numbers remain open is a turn the Scorer can exploit them.
Scorer: chase the highest open number relentlessly. Always throw at the highest-value open number, ideally aiming for the triple. If 20 is still open, pound triple 20 every dart. If 20 is closed but 19 is open, shift immediately to triple 19. Maximizing point value per dart is more important than spreading your throws around.
Stopper: decide on the bullseye early. The bullseye is a small, difficult target. Some Stoppers prefer to attack it early while they are fresh; others save it for last, accepting that the Scorer may collect 25- or 50-point darts on it. Base your decision on your personal accuracy — if you struggle with the bull, close it before the Scorer can capitalize on it repeatedly.
Scorer: adapt instantly when numbers close. Pay close attention to every dart the Stopper throws. The moment a high-value number is stopped, you must mentally pivot to the next-best open target. Throwing a dart at a stopped number is a completely wasted throw — the equivalent of scoring zero.
Use your role order strategically. If you win the bullseye toss for first choice, consider choosing to Score second. As the second-round Scorer, you know the exact target you need to beat, allowing you to play with more urgency — or more conservatively — as the situation demands.