Wild Cricket
Standard cricket plus an additional random wild number from 1-14 that any player can score on.
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
Wild Card Cricket
Board Coverage
Upper numbers 15–20 and bullseye — the standard Cricket targets
8 of 22 targets active
Your Compatibility
Set up your player profile to see how well this game matches your skill level.
Set Up ProfileQuick Rules
Goal
Be the first player to close all designated target numbers — the standard Cricket numbers ( 15–20 and Bull ) plus one or more randomly determined wild numbers drawn from the range 1–14 — while accumul...
Win Condition
A player wins by satisfying both of the following conditions simultaneously: (1) they have closed all target numbers — 15, 16, 17, 18, 19, 20, Bull, and the wild number — with 3 marks each; and (2) th...
Objective
Be the first player to close all designated target numbers — the standard Cricket numbers (15–20 and Bull) plus one or more randomly determined wild numbers drawn from the range 1–14 — while accumulating a point total equal to or greater than that of every opponent. Wild Cricket combines the territorial strategy of standard Cricket with the unpredictability of random target segments, forcing players to adapt to less-practiced areas of the dartboard.
Setup
Wild Cricket requires a standard bristle or electronic dartboard, a set of three darts per player, and a scoreboard (chalkboard, whiteboard, or electronic display) arranged in the traditional Cricket format — target numbers listed in a column with player columns on either side. Two or more players (or teams) may compete.
Before play begins, record the standard Cricket target numbers on the scoreboard: 20, 19, 18, 17, 16, 15, and Bull. Then determine the wild number(s). In the most common manual format, one wild number is drawn at random from the range 1–14 — for example, by pulling a numbered chip from a hat or having a neutral party throw a single dart at the lower numbers. Write this wild number on the scoreboard alongside the standard targets. All players must agree on the method of selection and the number of wild slots before the first dart is thrown.
To determine throwing order, each player throws one dart at the bullseye; the player whose dart lands closest throws first. In subsequent legs, the loser of the previous leg typically throws first.
Rules of Play
Players take turns throwing three darts per visit. Only darts that land in one of the designated target segments (15–20, Bull, and the wild number) count toward marks or points. Darts that land in any other segment have no effect on the game.
The core mechanic follows standard Cricket rules:
- A single in a target segment scores 1 mark.
- A double (outer narrow ring) in a target segment scores 2 marks.
- A triple (inner narrow ring) in a target segment scores 3 marks.
- The outer bullseye (25 ring) scores 1 mark toward Bull.
- The inner bullseye scores 2 marks toward Bull.
A player must accumulate 3 marks on a target number to close it. Once a player has closed a number that at least one opponent has not yet closed, any additional hits on that number by the closing player score points equal to the segment's face value (with doubles and triples multiplied accordingly). A number is dead — no longer available for scoring — once every player in the game has closed it.
Example with a wild number: Suppose the wild number drawn is 7. Player A throws triple 7 on their first dart, instantly closing the 7 with 3 marks. Player B has zero marks on 7. Player A's second dart lands in single 7, scoring 7 points. Player A's third dart lands in double 7, scoring 14 points. Player A has earned 21 points on the wild number in a single visit.
Bust / void rules: There is no bust mechanic in Wild Cricket. All darts that land in valid target segments always count. However, if a dart falls out of the board before being scored, it does not count. Darts that land outside the scoring area (off the board or in a wire) score nothing.
Special case — the wild number and the Bull: The wild number is treated identically to any standard Cricket number for marking and scoring purposes. If the wild number happens to be a low-value segment such as 1 or 2, it still requires 3 marks to close and still scores at face value. The Bull follows its standard Cricket rules: outer bull counts as a single (25 points when scoring), inner bull counts as a double (50 points when scoring), and 3 total marks are needed to close it.
Scoring
Points are tallied cumulatively throughout the game. A player earns points only on numbers they have closed (3 marks) that at least one opponent has not yet closed. The point values are:
- Single hit on a closed number = face value (e.g., single 18 = 18 points; single 7 = 7 points)
- Double hit on a closed number = 2× face value (e.g., double 20 = 40 points; double 7 = 14 points)
- Triple hit on a closed number = 3× face value (e.g., triple 19 = 57 points; triple 7 = 21 points)
- Outer bull (when Bull is closed and opponent's is not) = 25 points
- Inner bull (when Bull is closed and opponent's is not) = 50 points
Concrete example: The wild number is 12. Player A has closed 20 and 12 but nothing else. Player B has closed 20 but not 12. Player A throws triple 20, single 12, and double 12. The triple 20 earns nothing because both players have closed 20 (it is dead). The single 12 earns 12 points, and the double 12 earns 24 points, for a total of 36 points this visit — because Player B has not yet closed 12.
Marks are recorded on the scoreboard using the standard notation: one slash (/) for 1 mark, an X for 2 marks, and a circled X (⊗) for 3 marks (closed). Points are kept in a running total next to each player's column.
Winning
A player wins by satisfying both of the following conditions simultaneously: (1) they have closed all target numbers — 15, 16, 17, 18, 19, 20, Bull, and the wild number — with 3 marks each; and (2) their cumulative point total is equal to or greater than the point total of every opponent.
If a player closes all numbers but trails in points, they must continue throwing at open numbers (those they have closed but an opponent has not) to accumulate enough points to tie or overtake the leader. Conversely, the leading player in points must still close every target number to win. In match play, games are typically contested as best of a fixed number of legs (e.g., best of 3 or best of 5).
Variations
Random Cricket (Electronic): Commonly found on electronic dart machines (e.g., DARTSLIVE), this variant replaces the standard 15–20 target set entirely. The machine randomly selects 6 numbers from the full board plus Bull, for a total of 7 targets. All other rules follow standard Cricket. Because the targets can include any number from 1–20, players must be comfortable aiming at every segment.
Wild Card Cricket (Extended): A broader manual variant that uses numbers 7–20 plus Bull as the eligible pool, with 6 target slots drawn at random before play begins. This results in a game where some or all of the familiar 15–20 numbers may be replaced by unfamiliar lower targets. The rules otherwise mirror standard Cricket.
Rotating Wild Numbers: In some house-rule versions, the wild number is not fixed for the entire game. Instead, a new wild number is drawn at the end of each round (after all players have thrown one visit). Previously accumulated marks and points on the old wild number remain, but the new wild number is added to the scoreboard. This variant significantly increases unpredictability and game length.
Wild Cricket in all its forms is a variant of standard Cricket, the parent game. The fundamental marking, closing, and scoring mechanics are unchanged; only the selection of target numbers differs.
Strategy & Tips
Practice the entire board: Unlike standard Cricket, where you can thrive by mastering only 15–20 and Bull, Wild Cricket demands confidence at every segment. Dedicate practice sessions to hitting lower numbers — especially triples on segments like 3, 7, or 12 — so that an unfamiliar wild number does not cripple your game.
Close the wild number early: Wild numbers from the 1–14 range are often low-value, which means opponents may deprioritize them. Closing the wild number quickly lets you score uncontested points while your opponents focus on higher targets. Even at face value, unanswered marks on a wild 11 or 12 add up rapidly.
Assess the wild number's value strategically: If the wild number drawn is very low (e.g., 1, 2, or 3), it yields minimal scoring potential. In that case, focus on closing the high-value standard numbers first — 20, 19, 18 — to build a point lead. Save the low wild number for later, when closing it becomes a formality.
Deny your opponent's scoring lanes: If your opponent closes the wild number before you and begins scoring on it, make closing that number a priority on your next visit. Even if the points per hit are modest, unchecked scoring on any open number can swing the game, and lower numbers are often easier to hit consistently due to larger effective target areas near the bull.
Plan your visits around the scoreboard: Before each throw, glance at the scoreboard to identify which numbers your opponent has closed that you have not — those are your vulnerabilities. Equally, note which numbers you have closed that they have not — those are your scoring opportunities. Allocate your three darts deliberately between defense (closing exposed numbers) and offense (scoring on numbers you own).
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.
Hidden Cricket
Target numbers are hidden at start. Players discover which numbers are in play by hitting them. Popular on electronic boards.