Darts rules

How to play No-Score Cricket

A pure race, no points at all. Close 20, 19, 18, 17, 16, 15 and the bull by hitting each of them three times, in any order. The first player to close all seven wins, and nothing else is scored, compared or counted.

Also played as No Score Cricket.

Score it instead of arguing it

Chuck Darts scores this game to exactly the rules on this page, and keeps the card open mid-match so anybody at the board can check one. A full leg of 501, a board of Cricket and six practice drills are playable right now with no account at all.

THE BOARD

Seven beds are in play: 20, 19, 18, 17, 16, 15 and the bull. Every other number is dead — a triple 7 does nothing at all.

MARKS

A number closes at three marks. A single is 1 mark, a double 2, a triple 3, so a triple closes a number in one dart. On the bull, the outer ring is 1 mark and the inner (double) bull is 2 — which makes the inner bull worth two thirds of the slowest target on the board. There is no triple bull and the app will not let you enter one. Marks stop at three. A dart into a number you have already closed is completely wasted: there are no points in this game, so there is nothing for the extra marks to become. Once you have closed a number, stop throwing at it.

WINNING

The first player to close all seven wins. There is no score to compare and there are no ties: the win is checked at the end of each turn, in the order the turns were thrown, so if two players would close out in the same round the one earlier in the throwing order gets there first. The app does not end the game by itself. When it sees the win it tells the host, and the host presses End Game. Until then the game is still open and scores can still be entered — they just cannot change who won.

ROUND LIMIT

The host can cap the game at a set number of rounds when creating it — a round is one turn for every player still in the game — and with the Round limit left off, nothing on this card changes. With a limit set, the app takes no turn after the last capped round. The first player to close all seven inside the limit wins exactly as above. If nobody has by then, there are no points to decide it, so the game is recorded exactly as if the host had ended it at that moment: no winner and no places.

ENTERING SCORES

Every turn is entered dart by dart. A turn typed as a bare total is refused: a total says nothing about which numbers were marked, and this game has no points to fall back on, so an unreadable turn would leave the app unable to name a winner for the rest of the session. One, two or three darts a turn — enter what you threw, and use Miss for the rest. Every turn is worth 0 points, and that is what the app stores. In a game of two or more, only the player whose turn it is can enter a score.

CORRECTIONS

Correcting a turn replays the whole board from the start. Correcting a turn to zero is stored as a miss, which keeps the marks record complete. Undo is a different door: it removes the last turn completely and replays without it, so the turn goes back to unthrown. A turn the clock forfeited is the clock's own record: neither you nor the host can undo it or correct it afterwards. Once the marks have decided a winner, a correction typed as a bare total is refused — re-enter that turn dart by dart instead.

THE CLOCK

A turn clock only auto-forfeits in ranked online games. When it runs out, the turn is recorded as three misses — no marks either way — and the race moves on. Local games are honor-system; the host fixes mistakes by hand.

LEAVING THE GAME

If someone has to go, the host — or that player themselves — can take their seat out of a live game, as long as two players are left at the board: the app refuses a removal that would leave one player throwing alone, so a two-handed game has to be ended instead. Everything they already threw stands: their marks stay marked. The app keeps their seat in the running order so the turn order holds for everyone else, but nothing more is added to their card, and they are placed after everyone who finished. It cannot be undone, and Rematch will not bring them back: it carries only the seats that were still in, so start the next game and add them to it yourself.

PLAYERS

Two to four is the intended game — the minimum is only advisory, and the phone app will not seat a fifth. Playing on your own is a perfectly good drill and works exactly the same way — close all seven and you have won.

PLACES

Because there is no score, there is no running order: the winner is placed first and everyone else joint second. The one exception is a seat taken out of a live game: it is placed behind everyone who was still at the board at the end, because a player who left should not finish level with one who stayed. If the host ends the game before anyone has closed out, no places are recorded at all.

HOUSE RULES THIS APP DOES NOT PLAY

No governing body publishes No-Score Cricket, and what Chuck Darts plays is the version the American bar machines do: 20 down to 15 and the bull, three marks each, no points at all, first to close all seven winning. There is less to disagree about here than in any other game on this list — a race to close cannot end level, so no published guide gives a tie rule, and the app's fall-back to throwing order for a same-round dead heat is its own invention rather than anybody's rule. The one variant worth knowing is the machines' random board played scoreless, where the seven targets are drawn at the start rather than fixed; this app deals that board in Random Cricket, but always with points. If your venue wants one of those, agree it out loud before the first dart — the app will still score the version above.