GLD Products NEPTUNE User manual

GLD Products Neptune Dartboard
Item 42-1023
Publication 42-1023 Rev J
August 2017 UPC Code 7-19265-53260-6
NEPTUNE
ELECTRONIC DARTBOARD
Replacement Parts
Order direct at www.gldproducts.com
or call our Customer Service department at
(800) 225-7593
8 am to 4:30 pm Central Standard Time

GLD Products Neptune Dartboard
Item 42-1023
Staple your receipt here.
Important: A copy of your receipt will be needed to activate your warranty (see page 51).

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Congratulations and THANK YOU for purchasing the
Neptune Dartboard. You have chosen a product that
should provide years of entertainment. To assist you
with customer service and warranty claims, staple
your receipt to the inside cover, then keep this manual
in a safe place for future reference.
GLD Products
S84 W19093 Enterprise Drive
Muskego, WI 53150 USA
1-800-225-7593
Fax: 1-800-841-6944
Email: [email protected]
Web: www.gldproducts.com
This manual may have been updated. For the latest manual visit the GLD products website.
Place your package near the location where it will be used. Carefully unpack
all components and verify you have all the correct pieces.
If you notice missing or defective parts, please call us at:
1-800-225-7593
Please read and understand all instructions before beginning assembly.
This assembly will require 2 adults.
Choking Hazard
This game has small parts that may break free and present a choking
hazard. Children should be supervised by an adult when playing this game.

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IF YOU HAVE A WARRANTY CLAIM, CALL US FIRST
Please see page 51.
GLD Products
Available 8 am to 4:30 pm Central Standard Time
S84 W19093 Enterprise Drive
Muskego, WI 53150 USA
1-800-225-7593
Fax: 1-800-841-6944
Email: [email protected]
Web: www.gldproducts.com
For all claims, please have your receipt and item number when you call. The
product item number can be found on the front cover.
If you are instructed to return the product for service, you are
responsible for shipping the unit at your expense.
PRODUCT REGISTRATION
Important: The product registration form on page 53 and a copy of your
receipt must be completed and returned within 10 days of purchase to
validate your warranty.
Online registration is also available. Go to http://gldproducts.com/warranty-information or
click on this link. Follow the online instructions.
WARNING:
Parents - Please read instructions carefully. Not
for use by children without adult supervision.
Thank you for purchasing the GLD Neptune Dartboard. The computerized scoring system
makes game playing easy and enjoyable. With 57 games and 307 options to choose from,
beginners and more advanced players will find challenging games to suit them.
TOOLS REQUIRED
• Tape measure
• Nail or marker
• Phillips screwdriver
• Level
• Mounting hardware (provided)

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UNPACKING THE GAME
After unpacking the game, it is important to save the original box, all packing material, and
the receipt. These items will be needed if it ever proves necessary to return the game for
service. The power adapter is located on the rear of the dartboard at the upper right hand
corner.
MOUNTING (PHYSICAL INSTALLATION)
Two methods for mounting the dartboard are available.
1. Use the two keyhole slots and mount the center of the dartboard following the illustration.
The two screws are screwed into the wall until the screw head is 3/8" away from the wall.
The dartboard is positioned so the two screw heads are inside the slotted keyholes. Slide
the dartboard down to secure. The head of the screw that is used must be larger than
3/8" and smaller than 5/8".
2. Four equally spaced holes are accessible from the front to drive in screws. With the
dartboard held in place, four screws are driven in from the front, through the existing
holes. Use 1/8" diameter screws. The head of the screw must fit inside the pocket.
Wall Anchors
A wall with studs is the most common type of wall to mount the dartboard.
1. Locate a stud and use wood screws or sheet metal type screws to secure the dartboard.
2. If a stud cannot be located or is not in the proper location, use an anchor that is suitable
for the type of wall.
Some common anchors are:
Plastic - Drill a snug hole in drywall and push the anchor in up
to the head. When the screw is screwed into the anchor, the
plastic will expand, locking the anchor in place. Do not use on
thin panelling.
Toggle Bolt - Drill hole through wall. Hole must be large
enough for the wings to pass through. Insert screw through the
holes in the dartboard and thread the toggle wings just onto
the screw. Fold the wings back and push through the hole until
the wings spring open. Pull back on the screw to hold wings
against the inside of the wall and tighten screw.
Hollow wall anchor - Drill a snug hole through the wall. Tap
anchor into the hole until the prongs on the underside of the
head are seated securely into the wall. Turn screw in and
apply pressure to keep the anchor head from turning. Tighten
screw until resistance is felt. Do not over tighten. Turn screw
out to remove. Anchor will stay and screw can be replaced.
Other methods are available. Consult a hardware store if questions arise.

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Mounting Using the Keyhole Slots
Refer to the illustrations on the following pages.
1. Choose a location that is near an electrical outlet and has at least 10 feet of open floor
space in front of the board. Locate and use a wall stud for mounting whenever possible.
2. Determine the location for the dartboard. Place a mark on the wall 68 inches (172.7 cm)
from the floor. This mark is the final position of the center of the dartboard (bullseye).
3. Locate studs and use wood screws or sheet metal screws to secure the dartboard if the
mark is on the stud. The head of the screw must be larger than 3/8" and smaller
than 5/8".
4. If the mark is not over a stud, use the mounting hardware that came with your dartboard.
5. Measure 7.625" (19.4 cm) directly up from the bullseye mark and place a mark on the
wall. Then measure down 10.63" (27 cm) from the bullseye mark and place a mark on
the wall. Use a level to check that all marks are vertical.
6. Drill pilot holes at the two marks. These are for the mounting screws.
7. If using wall anchors, follow the instructions under Wall Anchors on page 5.
8. Drive the screws in until a 1/4" (6.5 mm) gap is left between the wall and the screw head.
9. Hold the dartboard so the two screw heads fit into the lower part of the keyholes. The
dartboard should slide down 1/2 inch and the screw heads will hold it on the wall.
10.Screws can be tightened or loosened to provide a secure mounting.
Mounting Using the Four Holes From the Front
Refer to the illustrations on the following pages.
1. Choose a location that is near an electrical outlet and has at least 10 feet of open floor
space in front of the board. Locate and use a wall stud for mounting whenever possible.
2. Two people are needed for this step. Hold board on the wall. Position center of bullseye
68" from the floor. Level the board. Hold in place.
3. Locate the four mounting holes on the front of the board. Use a marker or nail to mark the
position of the board through the four mounting holes onto the wall. Remove the board.
4. Drill four pilot holes on the marks created in Step 3.
5. If using plastic anchors: drill the holes so the anchors fit snugly. Push anchors into place.
6. Line up dartboard over the anchors. Screw board into place. The screws will expand the
anchors.
7. After the board is mounted, the bullseye should be 68" (173 cm) above the floor.

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Create the Toe Line
1. Place a toe line 96" from the face of the board for the throwing distance. Adhesive tape
or masking tape, 2' long by 2-1/2" wide, may be used. GLD Products offers a Viper
Throwing Line and a Dart Mat for this purpose. Refer to the Parts Order form (page 55)
at the back of this manual.
Keyhole Slots
Bullseye
Keyhole Slots

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HANDLE INSTALLATION
This dartboard comes with handles for the doors. Use the pre-drilled holes to attach the
handles. You may need to use a pointed object like a pen to push through the holes from the
front of the door to open the hole all the way. Use the supplied screws to secure the handles
to the front of the doors.
POWER INSTALLATION
The AC adapter is located on the rear side of the dartboard at the upper right hand corner.
The dartboard is designed to be powered by an AC to 5V DC, 1000 milliamp (minimum)
adapter, with the DC plug polarity configured as positive (+) outside, and negative (-) inside.
To connect the adapter, plug the DC plug into the DC power jack on the lower left side of the
dartboard and the AC plug into an electrical outlet.
1. The board is not intended for children under the age of 9 years old.
2. The board must only be used with the recommended transformer.
3. The transformer is not a toy.
4. Disconnect the dartboard from the transformer before cleaning.
PROTECTIVE FILM
This electronic dartboard has a clear protective film over the entire display and button area
to prevent scratching during shipping. It is recommended that you remove this film for easier
reading of the display. To remove, simply lift edge, peel off and discard.
WARNING:
Not for use by children without adult supervision.
Darts are not toys and may cause injury if used
improperly. Everyone must stand behind the dart
thrower.

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IMPORTANT NOTES
1. During shipping or in the course of normal play, it is possible for scoring segments of this
board to become temporarily jammed, resulting in a “frozen” board. If this occurs, the
built-in Self Diagnostic Function of the e-BOARD Computer will be activated
automatically. Your dartboard will run a self-test routine to determine which segment is
stuck. An error message will flash on the display together with the number for the
“Frozen” segment.
Error Code Malfunction
Err 40 Stuck Game Button
Err 39 Stuck Player Button
Err 38 Stuck Option Button
Err 36 Stuck Double/Auto Change Button
Err 45 Stuck Computer Button
Err 34 Stuck Bounce/301 Button
Err 35 Stuck Eliminate/Cricket Button
Err 37 Stuck Miss/Count Up Button
Err 33 Stuck Sound/Bull Button
Err 32 Stuck Play/Next Button
Err XX A segment is stuck, the XX indicates the number of the segment,
(a D at the end indicates Double, a T at the end indicates Triple).
Take the following steps immediately when the error message appears.
a. Find the “frozen” segment according to the display.
b. Press firmly down on the “frozen” segment until it breaks free and the loose fit is
restored. Once the “frozen” segments are loosened, the error message should be
gone and the board will continue to operate normally.
2. This game is designed for use with 3/4" length soft-tip darts only! Never use metal tipped
darts or longer soft-tip darts on this dartboard! Metal tipped darts will seriously damage
the circuitry, the e-BOARD computer, and electronic operation of the dartboard.
3. Electronic and mechanical reaction time is required between shots. If two shots occur too
close together, pull out second dart and rethrow to properly record your score.
4. Use only the provided AC adapter. Using the wrong adapter may cause electrical
shock and damage to the unit.
5. Do not use excessive force when throwing darts. Throwing a dart too hard will cause
frequent tip breakage and cause excessive wear on the board.
6. Do not spill liquids on the dartboard. Do not use spray cleaners that contain ammonia or
other harsh chemicals, as they may damage the dartboard. Instead, we suggest regular
dusting with a damp cloth. Make sure the game is unplugged and use a mild detergent
and a damp cloth for more vigorous cleaning.
7. This game is for indoor use only.

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Helpful Tip: To prevent dart tips from loosening,
twist the dart to the right (clockwise) when pulling
it from the board. This motion will make dart
removal easier and will prolong the life of your
dart tips.
GAME OPERATIONS
Segment Scoring Scoring Rules
Single scoring segment score times 1
Double scoring segment score times 2
Triple scoring segment score times 3
Outer bullseye 25 times 1
Center bullseye 25 times 2
QUICK START - IF YOU JUST WANT TO START THROWING DARTS
1. Turn game on by pressing the ON/OFF button.
2. Press the GAME button once.
NOTE: The default game is G01 301 Count Down with 4 players, and double bull.
3. Press the PLAY/NEXT button.
4. Take turns throwing darts. When a players score reaches exactly 0 they are the winner.
Double
Outer Single
Triple
Inner Single
Single Bullseye
Double Bullseye

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NEPTUNE GAME MENU
Game
Number Name Options Players
G01 301 6 1-16
G01 501 6 1-16
G01 601 6 1-16
G01 701 6 1-16
G01 801 6 1-16
G01 901 6 1-16
G02 301 League 6 4
G02 501 League 6 4
G02 601 League 6 4
G02 701 League 6 4
G02 801 League 6 4
G02 901 League 6 4
G03 Quick Cricket 5 1-16
G04 American Cricket 5 1-16
G05 Cut Throat Cricket 5 1-16
G06 Scram Cricket 2 2
G07 Double Only Cricket 5 1-16
G08 Random Cricket 2 1-16
G09 Minnesota Cricket Simple 2 1-16
G10 Minnesota Cricket Standard 2 1-16
G11 Spanish Cricket 5 1-16
G12 Shanghai 14 1-16
G13 Count Up 100 2 1-16
G13 Count Up 200 2 1-16
G13 Count Up 300 2 1-16
G13 Count Up 400 2 1-16
G13 Count Up 500 2 1-16
G13 Count Up 600 2 1-16
G13 Count Up 700 2 1-16
G13 Count Up 800 2 1-16
G13 Count Up 900 2 1-16
G14 Shoot Out 12 1-16

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G15 Best of Nine 9 1-16
G16 Call Three 10 1-16
G17 Poker Darts 4 1-16
G18 Hound and Hare 7 2
G19 Halve-It 2 1-16
G20 Gold Hunting 8 1-16
G21 Killer 13 2-16
G22 Blind Killer 12 2-16
G23 Round-The-Clock 6 1-16
G24 Round-The-Clock Double/Triple 10 1-16
G25 Round-The-Clock The Irish Way 2 1-16
G26 Nine-Dart Century 5 1-16
G27 Football 1 1-16
G28 Bowling 8 1-16
G29 Golf 12 1-16
G30 Car Racing 2 1-16
G31 Big Six 7 2-16
G32 Shove A Penny 2 1-16
G33 Hi Score 12 1-16
G34 Double Down 2 1-16
G35 Forty One 2 1-16
G36 Over 5 2-16
G37 Under 5 2-16
G38 All Fives 7 1-16
G39 Legs 5 2-16
Total 307
Game
Number Name Options Players

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DARTBOARD FUNCTIONS
Buttons
1. BOUNCE OUT / 301 button: Used to eliminate a score. Press and release until the dart
score is displayed. Must also press ELIMINATE SCORE / CRICKET button to delete the
score. When selecting games, press to jump game selection to G01 option 301.
2. ELIMINATE SCORE / CRICKET button: Press after using the BOUNCE OUT / 301
button to complete the removal of a dart score. When selecting games, press to jump
game selection to G04 American Cricket.
3. MISS / COUNT UP button: Press to count a thrown dart that misses the scoring area.
When selecting games, press to jump game selection to G13 Count Up.
4. SOUND CONTROL / SINGLE/DOUBLE BULL button: Press during a game to change
the sound level. Press before starting a game to select single or double bullseye.
5. ON / OFF button: Press and release to turn the dartboard on. Press and hold to turn the
dartboard off.
6. PLAY / NEXT button: Press to start a game. After a players turn, press to switch to the
next player.
7. COMPUTER button: Press to select a cyber player for an opponent.
8. DOUBLE IN/OUT / AUTO CHANGE: During game selection, press to select double in or
double our for G01 and G02 games. During a game, press to activate the automatic
player change feature.
9. OPTION button: Press to select the options for the game. The selection applies to all the
players.
10.PLAYER button: Press during game setup to select the number of players.
11.GAME button: Press during game setup to scroll through the game menu.
ON/OFF
SOUND
CONTROL
BOUNCE OUT ELIMINATE
SCORE
NEXT
AUTO CHANGE
COMPUTER
SINGLE/DOUBLE
BULL
GAME MENU DOUBLE
IN/OUT
PLAYER GAME OPTION
PLAY
COUNT UPCRICKET301
MISS
12345
6
8
9
10
11 7

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Player Display/Game Display
1. Displays Player’s scores.
2. Cricket Scoring Display: This dartboard utilizes a scoreboard that keeps track of each
player’s segment status when playing Cricket. The exclusive Tournament Cricket
Scoring display on this dartboard utilizes traditional X and O style characters to track
‘marks’. When Cricket is selected, the lights on the Cricket scoreboard are not lit - they
will illuminate as ‘marks’ are scored. There are 3 separate lights within each number (15
through 20 and bullseye). During play, one of the status lights will turn on as a segment
is hit. If a double or triple of an active number is hit, 2 or 3 lights will turn on respectively.
3. Displays the active player’s current score for the turn.
4. Shows the results for each thrown dart during the turn.
5. Indicates the Double In/Double Out setting.
6. Displays the player number.
7. Displays the Game selection.
SCORE 20 19 18 1617 15 B
PLAYER 1/5/9/13
PLAYER 2/6/10/14
PLAYER 3/7/11/15
PLAYER 4/8/12/16
GAME
201918 1617 15 141312 11
SPANISH
CRICKET
DOUBLE
PLAYER
CURRENT DART TEMPORARY
SCORE
1ST 2ND 3RD
IN
OUT
D T 3B
12
3
4
5
6
7

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READ FIRST - OPERATION
1. Plug the DC plug into the dartboard and the AC plug into a 110/120V electrical outlet.
2. Press the ON / OFF button. When the dartboard turns ON a welcoming fanfare will play.
3. Press the GAME button to scroll through the game menu. Selection will be displayed at
the game display (upper left). While selecting games, you can push the BOUNCE OUT /
301 button to jump you to G01 301. You can also press the ELIMINATE SCORE /
CRICKET button to jump you to G04 American Cricket. Also pressing the MISS / COUNT
UP button will jump you to G13 Count Up.
4. Press the OPTION button to select the designed options/difficulties of the game for all
players. Selection will be displayed at Player 2’s score display.
5. Press the PLAYER button to select the number of players. The selection will be
displayed at Player 3’s score display. The maximum number of players is limited to 16.
For more than 4 players, the players have to share the player’s score display and Cricket
display with other players as indicated on the dartboard and announced by the computer.
6. For G01 301 and G02 301 League players can also press the DOUBLE IN/OUT / AUTO
CHANGE button to select Double In/Double Out options before starting. The display will
say “IN” or “OUT” to show your selection.
• “IN” text displayed Double In/Any Segment Out
• “OUT” text displayed Any Segment In/Double Out
• Both “IN” and “OUT” text displayed Double In/Double Out
• No text displayed Any Segment In/Any Segment Out
7. For all the games you can select a Single Bull or Double Bull. Press the BULL button
before starting a game to select. The Player 4’s scoreboard will show “SbU” for single
and “dbU” for double.
DOUBLE BULL Inner ring = 50 points and the outer ring = 25 points.
SINGLE BULL Both rings = 50 points.

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8. The Neptune is equipped with a Cyber Player playing feature. Players can select a Cyber
Player to play in the game by pressing the COMPUTER button. Your selection will be
displayed in the Player 1 scoreboard and the Cricket display. The choices for cyber
player are as follows:
When the game begins the last player to throw will be announced as “Cyber Player”. The
cyber player will then post three scores.
9. Press PLAY / NEXT to start a game.
10.While in a game you can change the sound level. Press the SOUND /BULL button to
change the sound. When you push the button, three levels of beeps will be heard and
once in the cycle no sound will be heard.
11.If a dart thrown at the board scores, but does not stick in the board, you can eliminate
that score. Press the BOUNCE OUT / 301 button until the score you wish to eliminate
flashes. Then eliminate this score by pressing the ELIMINATE SCORE / CRICKET
button.
12.If a dart thrown at the dartboard doesn’t hit the scoring segments you can push the MISS
button.
13.This dartboard is equipped with at standby and automatic shut off as a power saving
feature. If the dartboard is untouched for 5 minutes it will go into a standby mode. Push
any button to return to what you were doing. If untouched for long enough it will
automatically shut off.
14.During a game you can push the DOUBLE IN/OUT / AUTO CHANGE button to activate
the Automatic Player Change feature. There is no indication on the board that this is
activated or not. If it is activated the game will change to the next player after a turn is
over automatically after 10 seconds. If this is not activated you must push the
PLAY / NEXT button after your turn has ended to switch to the next player.
15.When a player finishes the game first, the game will announce “winner” and the
celebration and applause will be heard.
16.To turn the dartboard off, press and hold the ON / OFF button
Cyber player Skill Level Player 1 Display
OFF CPU
BEGINNER
INTERMEDIATE
ADVANCED
EXPERT
PROFESSIONAL

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NEPTUNE GAME DESCRIPTIONS & RULES
G01 301 (with scoring options of 301, 501, 601, 701, 801, 901)
Game Options:
Single In/Single Out
Double In/Single Out
Double In/Double Out
Single In/Double Out
Double Bull
Single Bull
Your scoring options are the starting score for the game, see the chart below. Press GAME
OPTION button to select.
Refer to the section “Read First - Operation”.
Playing the Game
To win: The first player who reaches exactly zero wins.
• The starting score for each player is 301 (or 501/601/701/801/901) as selected before
starting the game.
• The score will be deducted for each dart that scores.
• You must go out with the exact number. If you go over zero the dartboard will
announce “TOO HIGH, NEXT PLAYER”.
• For Single In or Single Out options, the game can be started or ended by throwing at
any segment, regardless if single, double or triple.
• If you selected Double In, you must hit a double segment or bullseye to start the game.
If you selected Double Out you must hit a double segment or bullseye to end the
game.
• If Double Out has been selected, the Dart Out feature is automatically activated. In this
mode, once a player is 170 or below, the e-BOARD Computer will suggest the 3 best
possible finishing shots, or if an OUT is not possible, the best remaining alternative
shots are displayed.
Scoring Options 301 501 601 701 801 901
Starting Score 301 501 601 701 801 901

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G02 301 League (with scoring options 301, 501, 601, 701, 801, 901)
Game Options:
Single In/Single Out
Double In/Single Out
Double In/Double Out
Single In/Double Out
Double Bull
Single Bull
Your scoring options are the starting score for the game, see the chart below. Press GAME
OPTION button to select.
Refer to the section “Read First - Operation”.
Playing the Game
To win: The team will win when one player’s score reaches exactly zero, and his teammates
score is lower than or equal to the sum of the score of the opposing team.
• This game is played by 2 teams who compete with each other. Each team has 2
members. Team 1 is made up of player 1 and Player 3. Team 2 is made up of Player 2
and Player 4.
• The team will win when one player’s score reaches exactly zero, and his teammates
score is lower than or equal to the sum of the score of the opposing team. Otherwise
the score of the current player returns to the beginning of the turn. That team cannot
win at that time.
• Once a player’s score is at 181 for Single Out, or at 171 or below for Double Out and
their teammate’s score is lower than or equal to the sum of the score of the opposing
team, the dartboard will announce “GO FOR OUT”. This will confirm you have a
chance to win in this round. If you have not met these conditions the dartboard will
announce “FREEZE” even if their score comes to zero.
• The same Single In/Out and Double In/Out rules from game G01 301 apply.
Scoring Options 301 501 601 701 801 901
Starting Score 301 501 601 701 801 901

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G03 Quick Cricket (with scoring options of 000, 020, 025)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below. Press GAME OPTION button to
select.
Refer to the section “Read First - Operation”.
Playing the Game
To win: The first player to hit each number 3 times and open them all is the winner.
NOTE: A single segment counts as one hit, a double segment counts as two hits and a
triple segment counts as three hits.
• In Quick Cricket only the numbers 15-20 and bullseye are used. The first player to hit
each number 3 times and open them all is the winner.
• If every player has opened a number, that number will then close.
NOTE: All valid hits will be confirmed and displayed by the Cricket Display.
Scoring
Options
Description
000 Hit and open numbers 15-20 and bullseye in any order.
020 Hit and open the number 20 first, then in order, open numbers 19, 18, 17, 16,
15 and bullseye.
025 Hit and open bullseye first, then in order, open numbers 15, 16, 17, 18, 19 and
20.
Cricket Status One Time Two Times Open Close
Sign

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G04 American Cricket (with scoring options of C00, C20, C25)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below. Press GAME OPTION button to
select.
Refer to the section “Read First - Operation”.
Playing the Game
To win: A player wins the game when he first opens all the numbers and has an equal or
greater score than the other players. However, if players are tied on points, or have no
points, the first player to open all numbers wins.
NOTE: A single segment counts as one hit, a double segment counts as two hits and a
triple segment counts as three hits.
• In Cricket only the numbers 15-20 and bullseye are used.
• All valid hits will be confirmed and displayed by the Cricket Display.
• When a number has been hit 3 times by a player, it is then open to that player and any
further hits by that player will score points.
• Once a number has been hit 3 times by all the players, that number is then closed and
can no longer be scored upon by any player. At that time the indicator will change to
closed for that number.
• A player who has opened a number can continue to score on that number until it
becomes closed.
• If a player has opened all numbers first, but is behind on points, scoring
continues on open numbers. If that player has not accumulated the highest
point total by the time another player opens all their numbers, the player with
the most points will be the winner.
Scoring
Options
Description
C00 Hit and open numbers 15-20 and bullseye in any order.
C20 Hit and open the number 20 first, then in order, open numbers 19, 18, 17, 16,
15 and bullseye.
C25 Hit and open bullseye first, then in order, open numbers 15, 16, 17, 18, 19 and
20.
Cricket Status One Time Two Times Open Close
Sign
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