Thermonuclear Darts

A Cricket Variant for Mutually Assured Destruction
World Outdoor Darts Association

Philosophy

In 501, your opponent is a ghost. Their score exists, but you can do nothing about it. You play against the board—against yourself, really. It is a form of zen.

Cricket is different. You cannot overlook the fact that your opponent exists. The board becomes a battlefield. Territory is claimed, contested, lost. Every point drafts your emotions into play.

"Points are the essence of Cricket. They add life to the game. They draft our emotions into play."
— Tony Payne, Thermonuclear Cricket, 1985

Thermonuclear Darts takes this further. You are no longer merely competing for territory. You are armed.

Game Overview

Thermonuclear Darts
Players: 2-4 (Cutthroat supported)
Base Game: Standard Cricket
Starting Nukes: 3 (locked)
Code Numbers: 3 random, drawn from 1-14
Bonus Nuke: Awarded for consecutive code hits

The game is played as standard Cricket with an additional strategic layer: the nuclear arsenal. Each player begins with three nukes, which must be unlocked before use.

Setup

The Code

Before the first dart is thrown, generate a launch code: three numbers selected at random from 1 through 14. These are non-Cricket numbers—the forgotten regions of the board. The code is the same for all players.

Example codes: 3 - 7 - 11 or 2 - 9 - 14

The Arsenal

Each player begins with three nukes in a locked state. A locked nuke cannot be used. Players must unlock their arsenal by hitting the code.

Unlocking Nukes

To unlock your nuclear arsenal, you must hit all three code numbers in order. The following rules apply:

Called Shots Only
You must verbally declare when you are shooting for a code number. "Going for the 7" or similar.
Sequential
Code numbers must be hit in order. If the code is 3-7-11, you cannot hit the 7 until you have hit the 3.
Squirrelies Don't Count
A squirrely is a dart that accidentally hits a number you did not call. Squirrelies count for Cricket scoring but do NOT count toward code progress. You must hit what you call.
Consecutive Bonus
If you hit all three code numbers with three consecutive darts (no misses, no squirrelies between), you are awarded a bonus fourth nuke.

Once all three code numbers have been hit, your arsenal is unlocked. You may now launch nukes at will.

Launching a Nuke

When your nukes are unlocked and you wish to deploy one, you must:

1. Declare: "I am using a nuke."

2. Call your target number (any Cricket number: 20, 19, 18, 17, 16, 15, or Bull).

3. Throw.

Nuke Effects

Result Effect
Hit (Single) All opponents lose ALL marks on the target number. Closed becomes open.
Hit (Double) Marks erased + 20 points awarded to launcher.
Hit (Triple) FALLOUT. Marks erased + 40 points awarded to launcher.
Miss Nuke is wasted. No effect.

A launched nuke is expended regardless of outcome. Choose your moments wisely.

Strategy Notes

The nuke layer creates a persistent tension throughout the game. Do you press your Cricket advantage, or sacrifice turns to unlock your arsenal? Do you launch early to disrupt an opponent's lead, or hold your nukes as a deterrent?

In cutthroat (3-4 players), the threat of nuclear retaliation adds a diplomatic dimension. A player with unlocked nukes commands respect—and fear.

A nuke unused is a nuke that could have changed the game. A nuke wasted is worse than none at all.

Thermonuclear War

Rules currently being developed. When two or more players launch nukes in the same round, something terrible happens. Details forthcoming.

☢ Nuke Tracker

Companion app for code generation and arsenal tracking.

Launch App
The Thermonuclear style of play originated with Tony Payne (Worldwide Darts, 1985). WODA built this game structure upon that philosophical foundation. Play Cricket. Respect the opponent. Bring nukes.
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