#scoring
12 APIs with this tag
Cricket Stats API
Cricket statistics maths as an API, computed locally and deterministically — the run-rate, strike-rate and chase numbers a scorer, commentator or cricket app works a match by. An over is six legal balls, and overs are given as whole overs plus balls, never as decimal overs — '20.3 overs' means 20 overs and 3 balls (20.5 in real terms), the classic cricket-maths trap this API avoids. The run-rate endpoint gives the runs per over = runs ÷ (balls ÷ 6), so 150 runs off 20 overs is 7.50 an over, and with a target overs figure it projects the innings score at the current pace. The strike-rate endpoint gives a batter's strike rate = runs ÷ balls faced × 100, the runs per 100 balls — 75 off 50 is a strike rate of 150, fast scoring in the limited-overs game; in Tests a lower strike rate with a high average is prized instead. The required-rate endpoint handles a chase: the required run rate = the runs still needed ÷ the balls left × 6, so needing 80 to win with 10 overs left is 8.00 an over — a figure that climbs sharply as balls run out, which is why a comfortable chase can tip away in a couple of tight overs. Everything is computed locally and deterministically, so it is instant and private. Ideal for cricket scoring and live-score apps, fantasy and commentary tools, and sports calculators. Pure local computation — no key, no third-party service, instant. 3 compute endpoints. For baseball stats use a baseball API.
api.oanor.com/cricket-api
Canasta Scoring API
Canasta card-game scoring as an API, computed locally and deterministically and exactly — the point counting that makes Canasta famously fiddly, done for you. The card-value endpoint totals the point value of a hand or meld: a joker is 50, aces and twos 20, eights through kings 10, fours through sevens and black threes 5, and a red three a 100-point bonus card — so a joker, an ace, a king, a seven and a red three come to 185. The bonus endpoint adds the round bonuses: a natural (pure) canasta is 500, a mixed canasta 300, each red three 100 (all four double to 800), going out 100, and going out concealed a further 100 — two naturals, a mixed, three red threes and going out is 1,700. The hand-score endpoint nets it out: the card points you melded, plus the bonuses, minus the card points left stranded in your hand when the round ends. Everything is computed locally and deterministically, so it is instant and exact. Ideal for Canasta apps, online card-room scorekeepers, club and family game-night tools, and learning aids. Pure local computation — no key, no third-party service, instant. Exact integer maths. Live, nothing stored. 3 compute endpoints. Classic Canasta values; rule variants differ.
api.oanor.com/canasta-api
Cornhole Scoring API
Cornhole (bag-toss) scoring as an API, computed locally and deterministically and exactly — the points behind a game of bags, from cancellation scoring to the win and the stats. The round endpoint scores a single round with cancellation rules: a bag on the board is 1 point, in the hole is 3, and only the higher player scores, and only the difference — so a player who lands 1 on the board and 2 in the hole (7) against an opponent's 2 on and 1 in (5) nets 2 points, and a tied round scores nothing. The game endpoint applies a round's points to a running total with the win rule — official ACL play is first to 21 or more at the end of an inning with no bust, while backyard 'exact 21' rules bust a player who goes over back to 15 or 11 — and reports the new score, whether the game is won, and the points still needed. The ppr endpoint gives the headline cornhole stats: points per round (PPR) = total points ÷ rounds, plus the in-the-hole percentage from bags in the hole over bags thrown — 84 points across 20 rounds is a 4.2 PPR, and 30 of 80 bags in the hole is 37.5 %. Everything is computed locally and deterministically, so it is instant and exact. Ideal for cornhole and lawn-game apps, league and tournament scorekeepers, bracket and stats tools, and backyard game-night sites. Pure local computation — no key, no third-party service, instant. Exact integer maths. Live, nothing stored. 3 compute endpoints. Standard ACL rules; house rules vary.
api.oanor.com/cornhole-api
Dominoes Scoring API
Dominoes scoring as an API, computed locally and deterministically and exactly — the points behind a game of bones, whether you play Block, Draw or All Fives. The score endpoint gives the winner's points at the end of a hand: when a player dominoes or the game blocks, the winner takes the total pip count left in the opponents' hands — pass each opponent's remaining pips and it sums them, optionally rounding to the nearest five as many house rules do, so 12, 8 and 23 left on the table is 43, or 45 rounded. The fives endpoint scores All Fives (Muggins): a play scores whenever the open ends of the layout add up to a multiple of five, and you score that sum — open ends of 3 and 2 make 5 for five points, 5-5-5 across a spinner makes 15, while a 6 scores nothing. The set endpoint gives the statistics of a double-N set: a double-six has (6+1)(6+2)/2 = 28 tiles and 168 total pips, a double-nine has 55 tiles and 495 pips, with the heaviest tile and its pip value. Everything is computed locally and deterministically, so it is instant and exact. Ideal for dominoes apps, online and club scorekeepers, game-night and tournament tools, and learning aids. Pure local computation — no key, no third-party service, instant. Exact integer maths. Live, nothing stored. 3 compute endpoints. Standard Western dominoes; regional variants score differently.
api.oanor.com/dominoes-api
Mahjong Scoring API
Riichi (Japanese) mahjong scoring as an API, computed locally and deterministically and exactly — the points a winning hand pays, straight from the scoring table, not a lookup you have to memorise. The score endpoint turns han and fu into the payment using base = fu × 2^(2 + han): a ron pays base × 4 (a dealer ron × 6) rounded up to the nearest 100, while a tsumo splits base × 2 from the dealer and base × 1 from each non-dealer (a dealer tsumo takes base × 2 from all three) — so a non-dealer 3 han 30 fu ron is 3,900, a 4 han 30 fu is 7,700, and a non-dealer mangan ron is 8,000. The limit endpoint classifies a hand: mangan (5 han, or 3–4 han where the fu pushes the base to 2,000), haneman (6–7), baiman (8–10), sanbaiman (11–12) and yakuman (13+), with the base points behind each. The honba endpoint adds the table bonuses — 300 per honba counter and 1,000 per riichi stick — on top of the won hand. Everything is computed locally and deterministically, so it is instant and exact. Ideal for mahjong apps, online-table and scorekeeper tools, club and tournament software, and learning aids. Pure local computation — no key, no third-party service, instant. Exact scoring-table maths. Live, nothing stored. 3 compute endpoints. Japanese riichi rules; other variants (MCR, Hong Kong) score differently.
api.oanor.com/mahjong-api
Farkle Score API
Farkle dice-scoring maths as an API, computed locally and deterministically — the points a Farkle (Zilch, Ten Thousand) scoring app tallies a roll by. The score endpoint takes up to six dice and returns the value by the common ruleset: a single 1 is 100 and a single 5 is 50; three of a kind scores the face times 100 (three 1s being the exception at 1000); four, five and six of a kind are 1000, 2000 and 3000; a 1-to-6 straight or three pairs is 1500; and two triplets is 2500 — so 1-1-1-5-5-5 scores 2500 as two triplets rather than 1100, a 1-2-3-4-5-6 straight is 1500, and 6-6-6-2-3 is 600 with the 2 and 3 dead. It flags a farkle when nothing scores (you lose the turn’s points) and tells you whether every die counted — a hot dice that lets you roll all six again. Rulesets vary, so it scores the widely-used set and says so. Everything is computed locally and deterministically, so it is instant and private. Ideal for dice-game, party-game and scoring app developers, score-helper and game-night tools, and board-game-companion software. Pure local computation — no key, no third-party service, instant. Scores a roll; it does not roll the dice. Live, nothing stored. 1 compute endpoint.
api.oanor.com/farkle-api
Cribbage Score API
Cribbage hand-scoring maths as an API, computed locally and deterministically — the count a cribbage player, app or league tallies a hand by. The score endpoint takes the four-card hand and the starter (cut) card and returns the full breakdown by the rules: every distinct combination of cards summing to fifteen scores 2, each pair scores 2 (so three of a kind is 6 and four is 12), each run of three or more consecutive cards scores its length — counting the duplicate runs that pairs create — a four-card flush in the hand is 4 (five with the starter is 5, and the crib only scores a five-card flush), and his nobs, a Jack in hand matching the starter’s suit, is 1. It correctly scores the famous best hand, J-5-5-5 with a fifth 5 cut, at the maximum 29. The count endpoint tallies just fifteens, pairs and runs for any one to eight cards — useful for checking part of a hand or the pegging pile. Everything is computed locally and deterministically, so it is instant and private. Ideal for cribbage, card-game, board-game-companion and scoring app developers, score-verification and teaching tools, and game software. Pure local computation — no key, no third-party service, instant. Cards as rank+suit (5H, TD, JS). Live, nothing stored. 2 compute endpoints.
api.oanor.com/cribbage-api
Yahtzee Score API
Yahtzee scoring maths as an API, computed locally and deterministically — the category scores and totals a dice-game scoring app runs on. (It scores a given roll; it does not roll the dice.) The score endpoint takes five dice and returns the value of every one of the thirteen boxes at once: the upper boxes (ones through sixes) score the sum of that number, three- and four-of-a-kind and chance score all five dice, a full house is 25, a small straight (four in a row) 30, a large straight (five in a row) 40 and a Yahtzee (five of a kind) 50 — so 3-3-3-5-6 is worth 20 in three-of-a-kind, 4-4-4-5-5 is a 25-point full house, and it flags the highest-scoring box for you. The total endpoint adds up a finished card: the 35-point upper-section bonus when the upper boxes reach 63 (and how many points you still need for it), plus 100 for each extra Yahtzee, to give the grand total. Everything is computed locally and deterministically, so it is instant and private. Ideal for dice-game, board-game-companion, family-game and scorekeeping app developers, score-sheet and tournament tools, and game software. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 2 compute endpoints. For random rolls use a dice API.
api.oanor.com/yahtzee-api
Tennis Score API
Tennis scoring maths as an API, computed locally and deterministically — the game, set and match logic a scoring app, umpire tool or tennis league runs on. The game endpoint plays a game from a sequence of who won each point and returns the proper tennis score: points run 0, 15, 30, 40 and then game, but at 40-40 it is Deuce and a player must lead by two — Advantage, then game — so a,a,a,a is 40-0 and a win, while three-all is Deuce; a tiebreak flag scores to seven by two instead (and keeps going at 7-7). The set endpoint reads a set from the games each player has won: a set is taken at six games with a two-game lead, 6-6 triggers a tiebreak that ends it 7-6, and 7-5 wins if a player pulls ahead first. The match endpoint settles the match from the sets won — best-of-three is decided by two sets, best-of-five by three — and tells you the winner the moment it is reached. Everything is computed locally and deterministically, so it is instant and private. Ideal for tennis, racket-sport, scoring, umpiring and league app developers, scoreboard and live-scoring tools, and club software. Pure local computation — no key, no third-party service, instant. Scoring logic, not analytics. Live, nothing stored. 3 compute endpoints.
api.oanor.com/tennis-api
Bowling Score API
Ten-pin bowling maths as an API, computed locally and deterministically — the scoring, handicap and average numbers a bowler, league or scoring app runs on. The score endpoint plays a full game from a comma list of the pins knocked down on each roll and applies the real rules: a strike scores 10 plus your next two rolls, a spare 10 plus the next one, an open frame just the pins, with the 10th frame’s bonus rolls handled — so twelve strikes is a perfect 300, twenty 9-then-miss frames are 90, and all spares with a 5 bonus is 150, returned frame by frame with the running total. The handicap endpoint levels a league: handicap per game = ⌊(basis − average) × percent⌋, never below zero, so a 150 average on the common 90 %-of-220 setup earns 63 pins a game and 189 over a three-game series. The average endpoint divides total pins by games (dropping the fraction, as leagues do), rolls in a new series to update it, and works out the pins you need over the next games to reach a target average. Everything is computed locally and deterministically, so it is instant and private. Ideal for bowling-league, scoring, sports and recreation app developers, scorekeeping and handicap tools, and centre-management software. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 3 compute endpoints.
api.oanor.com/bowling-api
Darts API
Darts scoring maths as an API, computed locally and deterministically — the X01 checkout and average numbers a darts player, league or scoring app runs on. The checkout endpoint solves a remaining score with an exact full-board search: whether it can be finished, the minimum number of darts and one valid combination that ends on a double or the bull — 170 finishes T20 T20 Bull (the highest possible three-dart checkout), 100 is T20 D20, 40 is simply D20, while 1 cannot be finished (the last dart must be a double, minimum 2) and the bogey numbers 169, 168, 166, 165, 163, 162 and 159 cannot be checked out in three darts at all. The average endpoint computes the three-dart average — total score ÷ darts × 3 — so 501 in 15 darts is a 100.2 average; a 100-plus average is strong play. Everything is computed locally and deterministically, so it is instant and private. Ideal for darts, league-scoring, pub-game and sports app developers, checkout-assistant and practice tools, and darts education. Pure local computation — no key, no third-party service, instant. Standard X01 rules; legs end on a double or the bull. Live, nothing stored. 2 compute endpoints. An exact scoring aid for the standard 20-segment board.
api.oanor.com/darts-api
Golf Scoring API
Golf scoring and handicap maths as an API, computed locally and deterministically — the World Handicap System and Stableford numbers a golfer, club or scoring app works to. The handicap endpoint computes the course handicap from a handicap index: course handicap = index × (slope rating ÷ 113) + (course rating − par), rounded, so a 14.5 index on a 130-slope, 71.5-rated par-72 course plays off 16; it also applies the format allowance (e.g. 95 % for stroke play) to give the playing handicap. The stableford endpoint scores a hole on the standard scale: net par is 2 points, each stroke better adds one (birdie 3, eagle 4) and each worse subtracts one (bogey 1), with net double bogey or worse scoring 0, where the net score is the gross minus the strokes received on that hole. The net endpoint gives the round's net score — gross total minus the course handicap — against par. Everything is computed locally and deterministically, so it is instant and private. Ideal for golf, club-management, scoring and sports app developers, handicap and Stableford tools, and golf education. Pure local computation — no key, no third-party service, instant. Slope defaults to the neutral 113. Live, nothing stored. 3 compute endpoints. A scoring aid, not an official handicap record.
api.oanor.com/golf-api