World Outdoor Darts Association
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.
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.
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
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.
To unlock your nuclear arsenal, you must hit all three code numbers in order. The following rules apply:
Once all three code numbers have been hit, your arsenal is unlocked. You may now launch nukes at will.
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.
| 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.
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.
Rules currently being developed. When two or more players launch nukes in the same round, something terrible happens. Details forthcoming.