Select-A-Cricket
Players choose their own target numbers before the game begins, adding a strategic draft element.
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
Pick-It Cricket, Choose Your Own 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
Select-A-Cricket is a strategic variant of standard Cricket in which each player chooses their own seven target numbers before the game begins, rather than using the fixed set of 15–20 and the bullsey...
Win Condition
A player wins by satisfying both of the following conditions simultaneously: all 7 of their chosen target numbers are closed (i.e., the player has at least 3 marks on each), and the player's point tot...
Objective
Select-A-Cricket is a strategic variant of standard Cricket in which each player chooses their own seven target numbers before the game begins, rather than using the fixed set of 15–20 and the bullseye. The objective is to be the first player to close all seven of your personally selected targets while accumulating a point total equal to or greater than every opponent's score.
Setup
Two or more players may compete. Each player requires three darts and access to a standard dartboard. Before any darts are thrown, every player independently selects 7 target numbers from the available segments on the board (numbers 1–20 and the bullseye). The bullseye is typically included as one of the seven targets for all players, meaning each player effectively chooses 6 numbers plus the bull.
Players' selections do not need to match — each player may choose entirely different numbers from their opponents. On electronic boards (e.g., DARTSLIVE machines), players input their selections through the machine's interface. On steel-tip boards, each player announces or writes down their chosen numbers before play begins.
The scoreboard should list each player's name alongside their seven selected targets, with columns or rows for recording marks. Throwing order is determined in the customary manner — typically each player throws one dart at the bullseye, with the closest dart earning the right to throw first.
Rules of Play
Once all players have locked in their target selections, standard Cricket mechanics govern play. Players take turns throwing 3 darts per visit. A player may only score marks and points on their own selected target numbers — hitting a segment that is not among your chosen seven has no effect on the game.
Marks are recorded as follows:
- Single segment = 1 mark
- Double ring (outer narrow band) = 2 marks
- Triple ring (inner narrow band) = 3 marks
- Outer bullseye = 1 mark
- Inner bullseye = 2 marks
A target number is opened once a player has accumulated 3 marks on it. Any additional marks on an opened number score points at face value (see Scoring below), provided that number has not yet been closed. A number is fully closed only when all players who have that number in their target list have recorded at least 3 marks on it. If a number appears in only one player's target list, only that player can open and close it.
Asymmetric targets: Because players may have chosen different numbers, situations will arise where one player is scoring points on a number that the opponent cannot close — the opponent simply does not have that number on their list. This is a core strategic feature of Select-A-Cricket. For example, if Player A selected the number 7 and Player B did not, Player A can open the 7 and score points on it indefinitely, since Player B has no ability to close it.
There is no bust rule in Select-A-Cricket. All marks and points earned during a turn stand. Darts that land outside any player's selected targets, or in the outer (non-scoring) ring of the board, have no effect on the game.
Scoring
Scoring follows standard Cricket conventions. Once a player has opened a target number (recorded 3 marks), every subsequent mark on that number scores points at face value:
- A single on an opened number scores its face value (e.g., single 18 = 18 points)
- A double on an opened number scores 2× face value (e.g., double 18 = 36 points)
- A triple on an opened number scores 3× face value (e.g., triple 18 = 54 points)
- Outer bullseye on an opened bull = 25 points
- Inner bullseye on an opened bull = 50 points
Points can only be scored on a number that the throwing player has opened and that has not yet been closed by all relevant players. For example, if Player A has opened the number 20 and Player B also has 20 on their list but has not yet recorded 3 marks on it, Player A scores 20 points for every additional single 20 hit. Once Player B also accumulates 3 marks on the 20, it is closed for both players and no further points can be scored on it.
Because players may select different numbers, scoring opportunities are asymmetric. A player who has chosen high-value targets such as 20, 19, and 18 has greater scoring potential per mark than a player who selected lower numbers like 3, 5, and 7 — but closing those high-value targets may be more difficult depending on the player's skill.
Winning
A player wins by satisfying both of the following conditions simultaneously: all 7 of their chosen target numbers are closed (i.e., the player has at least 3 marks on each), and the player's point total is equal to or greater than every opponent's point total. If a player closes all seven targets but trails in points, play continues until the point deficit is resolved or another player meets both conditions first.
In match play, competitors may agree to play a series of legs (e.g., best of 5 or best of 7). It is recommended that throwing order alternates between legs to ensure fairness, and players may be permitted to re-select their target numbers before each new leg.
Variations
Shared Select (Group Draft): Instead of each player choosing independently, all players must collectively agree on the same 7 target numbers. This removes the asymmetric element and plays more like standard Cricket, but with the group deciding which numbers are in play.
Blind Select: Players choose their 7 numbers independently and secretly, without knowing what their opponents have selected. Choices are revealed only after all selections are finalized. This introduces a hidden-information element — you may discover that your opponent has picked numbers you cannot close, or that you share several targets in common.
Draft Select: Players take turns picking numbers in alternating fashion (e.g., Player A picks one number, then Player B picks one, and so on) until all selections are complete. This format rewards tactical awareness, as you can react to your opponent's choices in real time.
Cut-Throat Select-A-Cricket: For games with 3 or more players, Cut-Throat scoring may be combined with the selection mechanic. Under Cut-Throat rules, points scored on an opened number are added to opponents' totals rather than the thrower's, and the goal is to have the lowest score when all targets are closed.
Handicap Select: Some versions allow players of differing skill levels to choose different quantities of target numbers — for example, a stronger player might select 8 or 9 targets while a weaker player selects only 5 or 6. This provides a natural handicapping system.
Strategy & Tips
Pick what you hit best: The single most important principle of Select-A-Cricket is to choose numbers you reliably land on. Selecting your six most accurate segments (plus the bull) lets you close targets quickly and begin scoring before your opponent does. If you consistently group darts around the 16–7 corridor on the left side of the board, include those numbers in your selection.
Cluster adjacent numbers: Numbers that are physically next to each other on the dartboard turn near-misses into productive darts. For example, choosing 11, 14, 9, and 12 — which sit in a contiguous arc on the board — means that a stray dart still has a reasonable chance of landing on one of your targets rather than in dead space.
Balance scoring power with closing speed: Including high-value numbers like 20, 19, and 18 gives you stronger scoring potential once they are opened (a triple 20 scores 60 points versus just 15 from a triple 5). However, those segments are popular among all players. Mix in one or two lower-value numbers you can close rapidly, so you maintain tempo.
Exploit the asymmetry in Blind Select: When playing the Blind Select variant, consider choosing numbers your opponent is known to struggle with. If those numbers overlap with your opponent's list, you hold an accuracy advantage on shared targets. If they do not overlap, you gain numbers your opponent cannot close at all — allowing you to score points with impunity.
Close your unshared numbers last: If you have a target number that your opponent did not select, your opponent cannot close it, so there is no urgency to finish it early. Focus first on closing shared numbers to cut off your opponent's scoring avenues, then return to your exclusive targets to pile on unanswered points before closing them to end the game.