Crane 45948 User manual

User Guide
Electronic Dartboard with Cabinet
USA
AFTER SALES SUPPORT
877-852-8164
MODEL: 11/14, 45948
®
Now that you have purchased a CRANE product you
can rest assured in your Manufacturer's warranty and
the added peace of mind of dedicated help lines and
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Contents
i. Introduction
FAQ14
Warranty Card15
01 Introduction
02 General Information and Safety Instructions
03 Assembly and Parts List
06 Electronic Scoreboard Instructions
ii. General Information and Safety Instructions
WARNING:
Adult supervision is required at all times when children are in the area.
Being struck by a thrown object can cause serious injury.
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Congratulations!
You have made an excellent choice with the purchase of this quality Crane® product.
By doing so you now have the assurance and peace of mind which comes from purchasing a
product that has been manufactured to the highest standards of performance and safety,
supported by the high quality standards of ALDI.
This product is covered by a limited warranty that is effective for 2 years from the date of
purchase. If, during the limited warranty period, a part is found to be defective or breaks, we
will offer replacement part at no cost to you, the customer.
The above warranty will not apply in cases of damages due to improper usage, alteration,
misuse, abuse, accidental damage or neglect.
This limited warranty gives you specific legal rights and you may also have other rights which
vary from one State (province) to another.
Please save these instructions. A purchase receipt (or other proof of purchase date) will be
required before any warranty service is initiated. All requests for warranty service, please feel
free to contact our Consumer Service Department at 877-852-8164.
Please be aware of your product’s limited warranty for the return/refund policy from the store,
We can not handle the product which is out of product’s limited warranty since we only provide
available parts.

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WARNING:
1) Requires 3 “AAA” batteries (Included).
2) Do not mix old and new batteries.
3) Do not mix alkaline, standard (carbon zinc), or rechangeable (nickel-cadmium) batteries.
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Unpacking the Game
Unpack your new dartboard carefully, making sure all parts are included. The following components
are included in this set: • 1 Electronic Dartboard / • 6 Darts (unassembled) / • Owner’s Manual
Batteries
This dartboard requires 3 AAA (1.5 volt) Batteries to operate. BATTERIES ARE INCLUDED. Do NOT
mix old and new batteries and do not mix alkaline, standard (carbon zinc), or rechargeable (nickel
cadmium) batteries. Do not dispose of batteries in fire, batteries may explode or leak.
Setup / Mounting Instructions
Choose a location to hang the dartboard where there is about 10 feet of open space in front of the
board. The “toe-line” should be 7 feet 9 1/4 inch from the face of the dartboard. Locate a wall stud
and place a mark 75 inches from the floor. This mark is for the top screw hole. For the bottom two
screws, you will measure down 12.5 inches from the top mark you just made and make a temporary
reference mark. (do not drill a hole for the temporary reference mark) You will need to place a mark
5.3 inches to the left of that reference mark point for the bottom left screw hole and then make
another mark 5.3 inches to the right of the original reference mark for your bottom right screw hole.
Insert mounting screws in the center of the marks you made. (do not drill into the TEMPORARY
REFERENCE MARK)
WARNING: Changes or modifications not expressly approved by the party responsible for
compliance could void the user’s authority to operate the equipment.
NOTE: This equipment has been tested and found to comply with the limits for a Class B
digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide
reasonable protection against harmful
interference in a residential installation. This equipment generates, uses and can radiate radio
frequency energy and, if not installed and used in accordance with the instructions, may cause
harmful interference to radio
communications. However, there is no guarantee that interference will not occur in a particular
installation. If this equipment does cause harmful interference to radio or television reception,
which can be determined by turning the equipment off and on, the user is encouraged to try to
correct the interference by one or more of the following measures:
-- Reorient or relocate the receiving antenna.
-- Increase the separation between the equipment and receiver.
-- Connect the equipment into an outlet on a circuit different from that to
which the receiver is connected.
-- Consult the dealer or an experienced radio/TV technician for help.
WARNING:
This is not a child’s toy. Adult supervision is required for children playing this game. Please
read instructions carefully. Proper use of this can avoid damage or injury.

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iii. Assembly and Parts List
Mount the dartboard on the wall by lining up the holes on the back with the screws. It may be
necessary to adjust the screws until the board fits snugly against the wall.
Center of Bullseye should be 5 feet 8 inch from the floor when finshed
Dartboard Functions
POWER button - Press to turn game on or off. Dartboard has an automatic suspend mode to
conserve power and battery life (if using batteries). The dartboard will make sound effect and display
“SLEEP” on the display after approximately 3 minutes of non-use. However, the scores are stored in
memory and can be restored by pressing any button.
START button - This multi-function button is used to:
•START the game when all options have been selected.
•CHANGE to the next player when one player is finished with his round. This will put dartboard in
HOLD status between rounds to allow player to remove darts from the target area.
GAME buttons - Press to page through the on-screen game menu.
Virtual Match button – Press to activate Virtual Match feature where you can play against the
computer. Press continually to cycle through the 5 different skill levels. See page 7 for detailed
instructions.
PLAYER button - This button is used at the start of each game to select the number of players you
want to play the game.
DOUBLE/MISS button - This button is used to activate the Double In/Double Out and Master Out
options for the “01” games. This function is only active when selecting 301, 401, etc. games. The
MISS feature is active during play of any game. Press button to register a “missed” dart. Player can
press when dart lands outside target area so computer registers a thrown dart.
Electronic Dartboard Operation
1. Press the POWER button to activate dartboard. A short musical introduction is played as the
display goes through power-up test.
Wall Stud
Top Screw
75 inch Bottom
Screws
62.53inch
5 feet 8 inch from Floor
to Center of Bullseye
Floor
x
x
Dartboard
Toe Line
7 feet 9 1/4 inch
45948 PARTS LIST
1
4
x6
x3 x3
2
5
3
6
Replacement Tips
x18
Steel Barrel
x6
Shaft
Red White Flights Black White
Flights
x3
3 “AAA” Battery
Pre-installed

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2. Press GAME buttons until desired game is displayed
3. Press DOUBLE button (optional) to select starting and/or ending on doubles used only in 301 -
901 games). This is explained in the game rules section.
4. Press PLAYER button to select the number of players (1, 2, 3, 4, t 1-1, t 2-2, t 3-3, t 4-4) The
default setting is 2 players.
5. Press START button to activate game and begin play.
6. Throw darts
• The dart indicator display is represented by dart icons. The number of darts displayed indicate
the remaining throws for the active player.
• When all 3 darts have been thrown, a voice command will indicate “next player” and the score
will flash. The darts can now be removed without affecting the electronic scoring. When all darts
are removed from the playing surface press the START button to go to next player. Voice
command will indicate which player is up.
Team Play
In addition to scoring for up to 4 players, this dartboard is capable of keeping score for team
play up to a maximum of 4 two-person teams (8 individuals). To enter team play mode,
press PLAYER button continually until a “t” appears on the display. Each team option is
illustrated below:
t 2-2 2 teams, 4 individual players (1st team-players 1&3, 2nd team-players 2&4)
t 3-3 3 teams,6 individual players (1st team-players 1&4, 2nd team-players 2&5, 3rd
team-players 3&6
t 4-4 4 teams,8 individual players (1st team-players 1&5, 2nd team-players 2&6, 3rd
team-players 3&7, 4th team-players 4&8)
During team play, team members combine their scores to arrive at a team score.
Caring for your Electronic Dartboard
1. Never use metal tipped darts on this dartboard. Metal tipped darts will seriously
damage the circuitry and electronic operation of this dartboard.
2. Do not use excessive force when throwing darts. Throwing darts too hard will
cause frequent tip breakage and cause excess wear on the board.
3. Turn darts clockwise as you pull them from the board. This makes it easier to
remove darts and extends the life of the tips.
4. Remove the batteries when not in use. This will prolong the life of your batteries.
5. Do not spill liquids on the dartboard. Do not use spray cleaners, or cleaners that
contain ammonia or other harsh chemicals as they may cause damage.

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3. Press START to begin play
When play begins:
The ‘human’ player throws first. After 3 darts are thrown, go to the board to take darts
out and press START to change to the next player (CyberMatch). Watch as the Virtual
Match opponent’s dart scores are registered on the display. After the Virtual Match
opponent completes his round, the board will automatically reset for the “human” player.
Play continues until one player wins. Good luck!
Automatic Suspend Mode Feature
The dartboard will automatically suspend if no action occurs within
approximately three minutes. This is designed to save power or
battery life. A sound effect will play and the display will indicate
“SLEEP” (see below). All scores will be stored in memory and play
will resume when any button is pressed.
To activate the Virtual Match opponent:
1. Select the Game you wish to play
2. Press Virtual Match button
Select CyberMatch opponent skill level by pressing
the Virtual Match button continually
Virtual Match Feature
This exciting feature allows solo player to play against the computer at one of five
different levels of skill – only 1 player can compete against the Virtual Match competitor.
This adds a level of competition to normally routine practice sessions.
Display in Sleep Mode
S
EEP
L-
Virtual MatchLevels
Level 1 Professional
Level 2 Advanced
Level 3 Intermediate
Level 4 Novice
Level 5 Beginner
GAME MENU
G01 301
G02 401
G03 501
G04 601
G05 701
G06 801
G07 901
G08 Cricket
G09 Scram
G10 No-score cricket
G11 Cut throat cricket
G12 Adv-cricket
G13 Shooter 6 rounds
G14 Shooter 9 rounds
G15 Shooter 12 rounds
G16 Over 3 lives
G17 Over 5 lives
G35 Hi Score (8 rounds)
G36 Hi Score (9 rounds)
G37 Hi Score (10 rounds)
G38 Hi Score (11 rounds)
G39 Hi Score (12 rounds)
G40 Hi Score (13 rounds)
G41 Hi Score (14 rounds)
G42 Round the clock 1 single
G43 Round the clock 5 single
G44 Round the clock 10 single
G45 Round the clock 15 single
G46 Round the clock 1 doubles
G47 Round the clock 5 doubles
G48 Round the clock 10 doubles
G49 Round the clock 15 doubles
G50 Round the clock 1 triples
G51 Round the clock 5 triples
G18 Over 7 lives
G19 Unders 3 lives
G20 Unders 5 lives
G21 Unders 7 lives
G22 Count up 300
G23 Count up 400
G24 Count up 500
G25 Count up 600
G26 Count up 700
G27 Count up 800
G28 Count up 900
G29 Count up 999
G30 Hi Score (3 rounds)
G31 Hi Score (4 rounds)
G32 Hi Score (5 rounds)
G33 Hi Score (6 rounds)
G34 Hi Score (7 rounds)

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• Double In - A double must be hit before points are subtracted from the total. In other
words, a player’s scoring does not begin until a double is hit.
• Double Out - A double must be hit to end the game. This means that an even number is
necessary to finish the game.
• Double In and Double Out - A double is required to start and end scoring of the game by
each player.
Game Rules
301
This popular tournament and pub game is played by subtracting each dart from the starting number
(301) until the player reaches exactly 0 (zero). If a player goes past zero it is considered a “Bust” and
the score returns to where it was at the start of that round. For example, if a player needs a 32 to
finish the game and he/she hits a 20, 8, and 10 (totals 38), the score goes back to 32 for the next
round.In playing the game, the double in / double out option can be chosen (double out is
the most widely used option).
CRICKET
Cricket is a strategic game for accomplished players and beginners alike. Players throw for numbers
best suited for them and can force opponents to throw for numbers not as suitable for them. The
object of Cricket is to “close” all of the appropriate numbers before one’s opponent while racking up
the highest number of points.
G52 Round the clock 10 triples
G53 Round the clock 15 triples
G54 Killer
G55 Double down
G56 Double down 41
G57 All fives 51
G58 All fives 61
G59 All fives 71
G60 All fives 81
G61 All fives 91
G62 Shanghai 1
G63 Shanghai 5
G64 Shanghai 10
G65 Shanghai 15
G66 Golf-9 holes
G67 Golf-18 holes
G68 Football
G69 Bowling
G70 Baseball-6 inning
G71 Baseball-9 inning
G72 Steeplechase
G73 Shove a penny
G74 Nine dart century
G75 Cat & Mouse
G76 Big Six 3 lives
G77 Big Six 5 lives
G78 Big Six 7 lives
G79 Horseshoes 15
G80 Horseshoes 18
G81 Horseshoes 21
G82 Horseshoes 24
G83 Elimination 3 lives
G84 Elimination 4 lives
G85 Elimination 5 lives
G86 Green vs Red
G87 Gold Hunt 12
G88 Gold Hunt 15
G89 Gold Hunt 18
G90 Gold Hunt 21
401 Starting number 401 601 Starting number 601 801 Starting number 801
501 Starting number 501 701 Starting number 701 901 Starting number 901
Only the numbers 15 through 20 and the inner/outer bullseye are used. Each
player must hit a number 3 times to “open” that segment for scoring (Refer to Tournament Cricket
Scoring section for explanation on how players’ marks are registered). A player is then awarded the
number of points of the “open” segment each time he/she throws a dart that lands in that segment,
provided their opponent has not closed that segment. Hitting the double ring counts as two hits,
and the triple ring counts as 3 hits.
Numbers can be opened or closed in any order. A number is “closed” when the other player(s) hit
the open segment 3 times. Once a number has been “closed”, any player for the remainder of the
game can no longer score on it.

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NO-SCORE CRICKET
Same rules as standard Cricket except there is no point scoring. The object of this version is to be
the first to simply “close” all the appropriate numbers (15 through 20 and the bullseye).
SCRAM (For 2 players only)
This game is a variation of Cricket. The game consists of two rounds. The players have a different
objective in each round. In round 1, player 1 tries to “close” (score 3 hits in each segment - 15 to 20
and bullseye). During this time, player 2 attempts to rack up as many points in the segments that
the other player has not yet closed. Once player 1 has closed all segments, round 1 is complete. In
round 2, each player’s roles are reversed. Now, player 2 tries to close all the segments while player
1 goes for points.
The game is over when round 2 is complete (player 2 closes all segments). The player with the
highest point total is the winner.
CUT-THROAT CRICKET
Same basic rules as standard Cricket except once scoring begins, points are added to your
opponent(s) total. The object of this game is to end up with the fewest points. This variation of
Cricket offers a different psychology to the players. Rather than adding to your own score and
helping your own cause as in standard Cricket, Cut-Throat offers the benefit of racking up points for
your opponent(s), digging him in a deeper hole. Competitive players will love this variation!
COUNT-UP 300
The object of this game is to be the first player to reach the specified point total (300). Point total
is specified when the game is selected. Each player attempts to score as many points as possible
per round. Doubles and triples count 2 or 3 times the numerical value of each segment. For
example a dart that lands in the triple 20 segment is scored as 60 points. The cumulative scores
for each player will be displayed in the LCD display as the game progresses. Additional variations of
this game are detailed below. The rules are the same except the point total varies as indicated in
the number.
COUNT-UP 400 COUNT-UP 600 COUNT-UP 800 COUNT-UP 999
COUNT-UP 500 COUNT-UP 700 COUNT-UP 900
Winning - The side closing all the numbers first and accumulating the highest point total is the
winner. If a player “closes” all numbers first but is behind in points, he/she must continue to score
on the “open” numbers. If the player does not make up the point deficit before the opposing
player(s) “closes” all the numbers, the opposing side wins. Play continues until all segments are
closed - the winner is the player with the highest score.
Cricket Scoring Display
This dartboard utilizes a dedicated scoreboard within the
scoring display that keeps track of each player’s segment status
when playing Cricket. When Cricket is selected, individual
characters will be utilized to register marks. There are 3
separate lights within each number (15 through 20 and bullseye).
During play, one of the status lights will turn on (black will
appear) as a segment is hit. If a double or triple of an active
number is hit, 2 or 3 lights will turn on respectively.

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ROUND-THE-CLOCK – r1 singles
Each player attempts to score in each number from 1 through 20 and bullseye in order. Each player
throws 3 darts per turn. If a correct number is hit, he/she tries for the next number in sequence.
The first player to reach 20 is the winner.
The display will indicate which segment you are shooting for. A player must continue shooting for a
segment until it is hit. The display will then indicate the next segment you should shoot for.
High Score - 3 Rounds
The rules for this competitive game are simple - Rack up the most points in three rounds (nine darts)
to win. Doubles and triples count as 2x and 3x that segment’s score respectively. Additional
variations of this game are detailed below. The rules are the same except the number of rounds
varies as indicated in the number.
High Score - 4 Rounds High Score - 8 Rounds High Score - 11 Rounds
High Score - 5 Rounds High Score - 9 Rounds High Score - 12 Rounds
High Score - 6 Rounds High Score - 10 Rounds High Score - 13 Rounds
High Score - 7 Rounds
There are many difficulty settings available for this game. Each game has the same rules, the
differences are detailed as follows:
ROUND-THE-CLOCK 5 - Game starts at segment number 5
ROUND-THE-CLOCK 10 - Game starts at segment number 10
ROUND-THE-CLOCK 15 - Game starts at segment number 15
Since this game does not utilize point scoring, the double and triple rings count as single numbers.
We have added some additional levels of difficulty to this game for those looking for a real challenge!:
ROUND-THE-CLOCK Double - Player must score a Double in each segment from 1 through 20 in order.
ROUND-THE-CLOCK Double 5 - Game starts at double segment 5
ROUND-THE-CLOCK Double 10 - Game starts at double segment 10
ROUND-THE-CLOCK Double 15 - Game starts at double segment 15
ROUND-THE-CLOCK Triple - Player must score a Triple in each segment from 1 through 20 in order.
ROUND-THE-CLOCK Triple 5 - Game starts at triple segment 5
ROUND-THE-CLOCK Triple 10 - Game starts at triple segment 10
ROUND-THE-CLOCK Triple 15 - Game starts at triple segment 15
KILLER
This game will really show who your friends are. The game can be played with as few as two players,
but the excitement and challenge builds with even more players. To start, each player must select his
number by throwing a dart at the target area. The LCD display will indicate “SEL” at this point. The
number each player gets is his assigned number throughout the game. No two players can have the
same number. Once each player has a number, the action starts.
Your first objective is to establish yourself as a “Killer” by hitting the double segment of your number.
Once your double is hit, you are a “Killer” for the rest of the game. Now, your objective is to “kill” your
opponents by hitting their segment number until all their “lives” are lost. The last player to remain
with lives is declared the winner. It is not uncommon for players to “team up” and go after the better
player to knock him out of the game.

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DOUBLE DOWN
Each player starts the game with 40 points. The object is to score as many hits in the active
segment of the current round. The first round, the player must throw for the 15 segment. If
no 15’s are hit, his score is cut in half. If some 15’s are hit, each 15 (doubles and triples count)
is added to the starting total. The next round players throw for the 16 segment and hits are
added to the new cumulative point total. Again, if no hits are registered, the point total is
cut in half. Each player throws for the numbers as indicated in the chart below in order (the
LCD screen will indicate the active segment in which to throw). The player who completes the
game with the most points is the winner.
ALL FIVES - 51
The entire board is in-play for this game (all segments are active). With each round (of 3 darts) each
player has to score a total which is divisible by 5. Every “five” counts as one point. For example 10, 10,
5 = 25. Since 25 is divisible by 5 fives, this player scores 5 points (5 x 5 = 25).
If a player throws 3 darts that are not divisible by 5, no points are given. Also, the last dart of each
round must land in a segment. If a player throws the third dart and it lands in the catch ring area (or
misses the board completely), he earns no points even if the first two
Darts are divisible by 5. This prevents a player from “tanking” the third throw if his first two are good.
The first player to total fifty-one (51) “fives” is the winner. The LCD screen will keep track of the point
totals. Additional variations of this game are detailed below. The rules are the same except the total
needed to win varies as indicated in the number following the game.
DOUBLE DOWN 41
This game follows similar rules as standard Double Down as described above with two
exceptions. First, instead of going from 15 through 20 and bullseye, the sequence is reversed
which will be indicated on the LCD display. Second, an additional round is included toward
the end in which players must attempt to score three hits that add up to 41 points (20, 20, 1;
19, 19, 3; D10, D10, 1: etc.). This “41” round adds an extra level of difficulty to the game.
Remember, a player’s score is cut in half if not successful, so the “41” round presents quite a
challenge!
Player 1
Player 2
15 16 D T B
TOTAL
17 18 19 20
Any Double Any Triple
Player 1
Player 2
20 19 D T 41 B
TOTAL
18 17 16 15
Any Double Any Triple ‘41’ Round

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GOLF – 9 Holes
This is a dartboard simulation of the game golf (but you don’t need clubs to play). The object is to
complete a round of 9 through 18 “holes” with the lowest score possible. The Championship
“course” consists of all par 3 holes making par 27 for a nine hole round or 54 for a round of 18.
The segments 1 through 18 are used with each number representing a “hole.” You must score 3 hits
in each hole to move to the next hole. Obviously, double and triples affect your score as they allow
you to finish a hole with fewer strokes. For example, throwing a triple on the first shot of a hole it is
counted as an “eagle” and that player gets to complete that hole with 1 “stroke.”
Note: The active player continues to throw darts until he “holes out” (scores 3 hits on the current
hole). The voice announcer will indicate the player that is up - listen carefully to avoid shooting out
of sequence. By the way, there are no “gimmes” in this game!
Additional variations of this game are detailed below. The rules are the same
except the number of holes needed to play.
GOLF – 18 Holes – Same as above except play lasts 18 holes (rounds)
FOOTBALL
Strap your helmet on for this game! The first thing necessary is to select each player’s “playing
field.” Each player can do this by throwing a dart or by manually pressing a segment on the board.
This is entirely up to you, but whichever segment is selected it
becomes your starting point which carries through the bullseye and directly across to the other side
of the bullseye.
For example, if you select the 20 segment, you start on the double 20 (outer ring) and continue all
the way through to the double 3. The “field” is made up of 11 individual segments and must be hit in
order. So, keeping with the example above, you must throw darts in the following segments in this
order:
Double 20 ... Outer Single 20 ... Triple 20 ... Inner Single 20 ... Outer Bullseye ... Inner Bullseye ...
Outer Bullseye ... Inner Single 3 ... Triple 3 ... Outer Single 3 ... and finally a Double 3.
The First player to “score” is the winner. The LED display will keep track of your progress and
indicate the segment you need to throw for next.
SHANGHAI - 1
Each player must progress around the board from 1 through 20 in order. Players start at
number 1 and throw 3 darts. The object is to score the most points possible in each round
of 3 darts. Doubles and triples count toward your score. The player with the highest score
after completing all twenty segments is the winner. Additional variations of this
game are detailed below. The rules are the same except the starting
segment varies as indicated in the number following the game.
SHANGHAI 5 - Game starts at segment 5
SHANGHAI 10 - Game starts at segment 10
SHANGHAI 15 - Game starts at segment 15
ALL FIVES - 61 ALL FIVES - 71 ALL FIVES - 81 ALL FIVES - 91

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The object of the game is to score as many runs as possible each inning. The player with the most
runs at the end of the game is the winner.
BASEBALL – 9 Innings – Same as above except 9 innings (rounds).
BASEBALL – 6 Innings
This dartboard version of baseball takes
a great deal of skill. As in the real game,
a complete game consists of 9 innings.
Each player throws 3 darts per “inning.”
The field is laid out as shown in the diagram.
Segment Result
Singles segments “Single” - one base
Doubles segment “Double” - two bases
Triples segment “Triple” - Three bases
Bullseye “Home Run” (can only
be attempted on third
dart of each round)
There are several rules for this game as follows:
1. A perfect game score would be 200 in this version of bowling
2. You cannot hit the same singles segment twice within the same “frame” (round). The
second hit will count as zero points. Hint: Try to hit each single to reach 10 points in the
frame.
3. You can score 20 points per “frame” by hitting the triple segment twice.
4. Hitting the double segment with your second dart will only count as 10 points if you
scored a double on your first throw. Otherwise you will score a total of 9 points by
throwing a double with your second dart.
BOWLING
This dartboard adaptation of bowling is a real challenge! It is a
difficult game in that you must be very accurate to rack up a
decent score. Player one starts the game. You must select your
“alley” by either throwing dart or manually pressing egment of
choice. Once alley is selected, you have 2 remaining darts to
throw in which to score points or “pins.” Each specific segment in
your “alley” is worth a given pin total:
Segment Score
Double 9 pins
Outer Single 3 pins
Triple 10 pins
Inner Single 7 pins

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STEEPLECHASE
The object of this game is to be the first player to finish the “race” by being the first to complete the
“track.” The track starts at the 20 segment and runs clockwise around the board to the 5 segment
and ends with a bullseye. Sounds easy right? What has not yet been specified is that you must hit
the inner single segment of each number to get through the course. This is the area between the
bullseye and the triples ring. And, as with a real steeplechase, there are obstacles throughout the
course to hurdle. The four hurdles are found at the following places:
• 1st fence Triple 13 • 2nd fence Triple 17
• 3rd fence Triple 8 • 4th fence Triple 5
The first player to complete the course and hit the bullseye wins the race.
SHOVE A PENNY
Only the numbers 15 through 20 and the bullseye are used. Singles are worth 1 point, doubles are
worth 2, and triples are worth 3 points. Each player must throw for the numbers in order with the
objective of scoring 3 points in each segment to move on to the next. If a player scores more than 3
points in any one number, the excess points are given to the next player. The first player to score 3
points in all segments (15 - 20 and bull) is the winner.
NINE-DART CENTURY
The object of this game is to attempt to score 100 points, or come as close as possible, after 3 rounds
(9 darts). Doubles and triples count as 2x and 3x their value respectively. Going over 100 points is
considered a “bust” and causes you to lose unless all players go over. In that case, the player closest
to 100 wins (player that scored the lowest amount over 100.
GREEN VS. RED
(2 players only)
This game is a race around the board, where skill at hitting doubles and triples pays off with victory.
Player 1 is “green” and player 2 is “red.” Player 1 shoots for only doubles and triples that are green and
works around the board clockwise. Player 2 starts at 20 and works around the board
counter-clockwise, shooting for red segments (the temporary score display will indicate which
segment to throw for). Note: a maximum of one double and one triple of the same number can be
scored in a single round.
What’s more, hitting the wrong number (of your opponent’s color) subtracts that amount from your
score - so be careful. The player with the most points after completion of the game is the winner.
Advanced Cricket
This difficult version of cricket was developed for the advanced player. Players must close out the
segments (20,19,18,17,16,15 and bullseye) by using only triples and doubles! In this challenging game,
doubles segments count as 1x the number, and triple segments count as 2x the number. The bullseye
scoring is the same as in standard cricket. The first player to close out the numbers with the most
points is the winner.
Shooter
This challenging game tests the players ability to “group together” darts within a segment during
each round of play. The computer will randomly select the segment the players must shoot for at the
start of each round – indicated by a flashing number in the display.
Scoring is as follows: Single segment = 1 Point Double segment = 2 Points
Triple segment = 3 Points Single Bullseye= 4 Points.

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When the computer selects players to hit double Bullseye, the outer bull scores 2 points and the
inner Bull scores 4 points. The player with the most points at the end of the rounds is the winner.
Overs
The object of this game is to simply score higher (“over”) than your own previous three dart total
score. Before play begins, players choose the amount of lives to be used by pressing the SELECT
button. When a player fails to score “over “ their previous three-dart total, they will lose one life.
When a player “equals” the previous three dart total, a life will also be lost. The LED screen on the
right will light up once for each life taken away. The last player with a life remaining is the winner.
Unders
This game is the opposite of “Overs” Players must score less (“Under”) than their own previous
three-dart total. The game begins with 180 (highest total possible) when the player shoots higher
than his or her own previous three-dart total, they will lose a life. Each dart that hits outside the
scoring area, including bounce outs will be penalized with 6o points added to your score. The last
player with a life remaining is the winner
Big Six
This game allows players to challenge their opponents to hit the targets of their choice. However,
players must earn the chance of picking the next target for their opponent by making a hit on the
current target first.
Single 6 is the first target to hit when the game begins. Before the game starts, players must agree
on how many lives will be used by pressing SELECT button. Within the three throws, player 1 must
hit a 6 to “save” their life. After the current target is hit, the next dart thrown will determine the
opponents target. If player 1 fails to hit the current target within 3 darts, they will lose a life and a
chance to determine the next target for player 2. Player 2 will shoot for the single 6 that player 1
missed. Singles, doubles and triples are all separate targets for this game.
The object of the game is to force your opponent into losing lives by selecting tough targets for your
opponent to hit such as “Double Bullseye” or “triple 20” The last player with a life left is the winner.
Elimination
The object of the game is to “Eliminate” your opponents. The rules are very simple. Each player
must score higher total points with 3 darts than the opponent before them. Each player starts with
3 lives. If the player fails to score higher total points than the previous opponents score, they lose
one life. Tie scores will also result in a lost life. The winner is the last player with lives remaining.
Press the SELECT button before starting to play with 4 or 5 lives per player.
Horseshoes
This 2 -player game uses only the 20 and 3 segments to represent the two horseshoe pits.
Player 1 will shoot at the 20 segment and Player 2 will shoot at the 3 segment.
Scoring is cumulated per round. First player to score 15 points is the winner.
Scoring is as follows: TRIPLE RING = Ringer 3 points / DOUBLE RING= Leaner 2 points
INNER SEGMENT (Small)= 1 point
Scores will only count for the player or team with the most points in that round. For
example, if player 1 scores 3 points and player 2 scores 1 point, only player 1 will
awarded 3 points for that round. Rounds continue until 15 points are scored.
Adjustable Difficulty Settings for Horseshoes include games from 15- 25 points.
Press the SELECT button before starting the game for these variations.
Cat & Mouse
This is a very challenging 2-player game that is best suited for players of advanced skill. One player
will play the role of the cat and the other will be the mouse. The object of the game is for the mouse
to get back to his hole before being caught by the cat. The mouse starts first from the “20” segment
and proceeds counter-clockwise around the dartboard by hitting first the double segment and then
the single of each segment. The cat starts back at the “18” segment and proceeds counter clockwise
around the dartboard to catch the mouse by hitting doubles only of each segment. If the mouse
makes it all the way around the board back to the double 20, the mouse wins the game. If the cat
hits the double segment that the mouse is on, the cat has caught the mouse and has won the game.

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GOLD HUNTING
The object of this game is to find “gold.” You collect gold for each 50 points. Gold is only collected only
if your score is exactly 50 or a multiple of 50 (100, 150, etc.) at any point during a round. However,
since “gold” can make a person greedy, not only do you collect gold for every multiple of 50, you also
steal 1 gold from all other players. Therefore, as you collect a gold, you take 1 gold from all other players
who have gold.
This is a real back-and-forth game, but the player who reaches to selected total gold required first is
the winner.
Darts
It is recommended that you do not use darts that exceed 18 grams on this dartboard. The
darts included with this dartboard average 10 grams and use standard soft tips.
Replacement tips are available at most retailers carrying dart products.
Look for soft tip dart accessories for all your electronic dart needs.
Cleaning your Electronic Dartboard
Your electronic dartboard will provide many hours of competition if cared for properly.
Regular dusting of the cabinet is recommended using a damp cloth. A mild detergent can be
used if necessary. The use of abrasive cleaners or cleaners that contain ammonia may cause
damage and should not be used. Avoid spilling liquid onto the target area since it can result
in permanent damage and is not covered by the warranty.
Important Notes
Stuck Segment
Occasionally, a dart will cause a segment to become wedged within the segment separator web. If this
happens, all play will be suspended and the scoring display will indicate the segment number that is
stuck.
To free the segment, simply remove the dart or broken tip from the segment. If the problem is still not
solved, try wiggling the segment until it is loose. The game will then resume where it left off.
Broken Tips
From time to time a tip will break off and become stuck in the segment. Try to remove it with a pair of
pliers or tweezers by grasping the exposed end and pulling it out of the segment. If this is not possible,
you can attempt to push the tip through to the back of the segment. Use a nail that is smaller than
the hole and gently push the tip until it falls through the other side. Be careful not to push too far and
damage the circuitry behind the segment.
Don’t be alarmed if tips break. This is a normal occurrence when playing soft tip darts. We include a
pack of replacement tips that should keep you supplied for quite some time. When replacing tips,
make sure you use the same type of tips that come with this dartboard.
v. FAQ
Please Keep Your Instructions! Your Model number is necessary when you need to contact us.
Please read through this instruction manual to familiarize yourself with all parts and
assembly steps. Kindly refer to the parts list and be sure that all parts have been included.
If you are missing parts, or, if you have any questions, please contact our fast and friendly
service center on: 877-852-8164

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vii. Warranty Card
Your details:
*
*
Name
Address
Email
Medal Sports (B.V.I.) Ltd.
Edina,
MN 55439,
E-mail: [email protected]
USA
AFTER SALES SUPPORT
877-852-8164
MODEL: 45948
2
YEARS
WARRANTY
Electronic Dartboard Warranty Card
We recommend you keep the receipt with this warranty card
Description of Malfunction:
Location of purchase
Return your completed warranty card to:
7407 Washington Avenue S.,
USA.
Date of purchase
Table of contents
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