GLD Products VIPER 850 User manual

Viper 850 Dartboard
Item 42-1060
VIPER 850
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
Publication 42-1060
November 2018 UPC Code 7-19265-55399-1

GLD Products Viper 850 Dartboard
Item 42-1060
Staple your receipt here.
Important: A copy of your receipt will be needed to activate your warranty (see page 47).

GLD Products Viper 850 Dartboard
Item 42-1060
Congratulations and THANK YOU for purchasing the
Viper 850 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: gld@gldmfg.com
Web: www.gldproducts.com
3 1-800-225-7593
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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 refer to page 47.
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: gld@gldmfg.com
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 49 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 Viper 850 Dartboard. The computerized scoring system
makes game playing easy and enjoyable. With 50 games and 472 options/variations to
choose from, beginners and more advanced players will !nd 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.
MOUNTING (PHYSICAL INSTALLATION)
Two methods for mounting the dartboard are available.
1. Use the keyhole slots on the backside of the dartboard. Follow the illustration and mount
the dartboard. 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
keyhole. Slide the dartboard down to secure. The head of the screw that is used must
be larger than 1/4" and smaller than 3/8".
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 !t 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 !oor
space in front of the board. Locate and use a wall stud for mounting whenever possible.
2. 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 smaller than 3/8" and larger than 1/4".
3. Determine the location for the dartboard. Place a mark on the wall 68 inches (172.7 cm)
from the !oor. This mark is the #nal position of the center of the dartboard (bullseye).
4. If the mark is not over a stud, use the mounting hardware that came with your
dartboard.
5. Measure 8-5/8" (21.9 cm) directly up from the bullseye mark and place a mark on the
wall. Then measure down 8-5/8" (21.9 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. Insert screws into anchors 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 #t 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 !oor
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 !oor. 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 #t snugly. Push anchors into
place.
6. Line up dartboard over anchors. Screw board into place. The screws will expand the
anchors.

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Center of Bullseye
Throwing or
Toe Line
12.5"
6.25" 6.25"
6.25"
6.25"
8.625"
8.625"
17.25"
68"
To Floor
Bullseye
Keyhole Slots
6.25"
6.25"
Screw head diameter
must be larger than 1/4"
and smaller than 3/8"
Mounting holes viewed from back

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Create the Toe Line
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 also offers a Viper
Throwing Line and a Dart Mat for this purpose.
POWER INSTALLATION
The dartboard is designed to be powered by an AC to 5V DC, 1000 milliamp (minimum)
adapter, with the DC plug polarity con!gured as positive (+) outside, and negative (-)
center. To connect the adapter, plug the DC plug into the DC power jack on 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 !lm over the entire display and button
area to prevent scratching during shipping. It is recommended that you remove this !lm 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.
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 appear on the display together with the description for the “Frozen” button or
segment.
a. Find the “frozen” segment according to the display.
b. Press !rmly down on the “frozen” segment until it breaks free and the loose !t is
restored. Once the “frozen” segments are loosened, the error message should be
gone and the board will continue to operate normally.

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2. This game is designed for use with 1" maximum 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. If using an AC adapter, it must be 5V DC 1000 milliamp. The plug polarity is con#gured
as positive (+) outside, and negative (-) center. 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.
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.

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1. BACK Button - During the selection of games, press to reverse a procedure.
2. UP & DOWN Button - Press UP or DOWN to scroll through the selections.
3. ENTER Button - Press ENTER to con!rm the selection.
4. QUICK CRICKET Button - Press QUICK CRICKET to start a quick game of standard
cricket.
5. SOUND Button - Press to adjust volume levels.
6. RESTART Button - Press and hold for 3 seconds at during any time to reset the
dartboard to Game Menu page.
7. ON/OFF Button - Press to turn the dartboard on. Press and hold for about three
seconds to turn the board off.
8. MISS/FAVORITE Button - Press during a game to score zero for a dart that missed
the scoring area. Press during the game selection page to load favorite saved games.
9. NEXT PLAYER Button - During a game, press to change player.
10.BOUNCE OUT Button - Press during a game to eliminate the score of a thrown dart
that does not stick (bounced out).
11.Standard Cricket Display
12.Score Display
13.Dart Display
14.Player Number
15.Point Total for Current Turn
123 4 5 6 78910
1514
12 11 13 12 11

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Segment Scoring Scoring Rules
Single scoring segment score times 1
Double
Outer Single
Triple
Inner Single
Single Bullseye
Double Bullseye
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. Plug in the power adapter and press ON/OFF to turn on the game.
2. With the power turned on, the display shows "WELCOME TO THE VIPER 850"
animation with a welcoming melody. Main menu will be displayed afterwards.
3. Press ENTER button to enter the game selection page.
4. If Standard Cricket is desired, press UP or DOWN to choose Q. Cricket from the list.
The Quick Standard Cricket is defaulted to play with Option C00 and double bull option.
You may choose to play with CPU player and maximum 8 players. You may also press
QUICK CRICKET button for Standard Cricket game.
5. DO NOT save the game, select NO.
DARTBOARD GAME MENU
Game Name Options Players
G01 301 6/12 1-8
G02 501 6/12 1-8
G03 601 6/12 1-8
G04 701 6/12 1-8
G05 801 6/12 1-8
G06 901 6/12 1-8
G07 301 League 6/12 4-8
G08 501 League 6/12 4-8
G09 601 League 6/12 4-8
G10 701 League 6/12 4-8
G11 801 League 6/12 4-8
G12 901 League 6/12 4-8
G13 Bingo 1 1-8
G14 Prisoner 1 1-8
G15 Balloon 1 1-8
G16 Mathematics 4 1-8
G17 Cricket 3/6 1-8
G18 No Score Cricket 3/6 1-8

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Game Name Options Players
G19 Cut Throat Cricket 3/6 1-8
G20 Killer Cricket 3/6 2-8
G21 Scram Cricket 1/2 2
G22 Low Pitch Cricket 3/6 1-8
G23 English Cricket 1/2 2
G24 Single Only Cricket 3/6 1-8
G25 Doubles Only Cricket 3 1-8
G26 Triples Only Cricket 3/6 1-8
G27 Triangle Cricket 3/6 1-8
G28 Killer 30 2-8
G29 Shoot-Out 19 1-8
G30 9 Lives 7 2-8
G31 Outer Cricket 3/6 1-8
G32 Inner Cricket 3/6 1-8
G33 Overs 19/38 2-8
G34 Unders 19/38 2-8
G35 Halve-It 1/2 1-8
G36 Big-6 19 2-8
G37 Forty-One 1/2 1-8
G38 Double Down 1/2 1-8
G39 21 Points 7 1-8
G40 Nine Dart Century 3/6 1-8
G41 Best of Nine 5 1-8
G42 Hound and Hare 5 2
G43 Shooting 1/2 1-8
G44 Football 1 1-8
G45 Bowling 6 1-8
G46 Golf 9 Holes 10 1-8
G47 Count Up 9/18 1-8
G48 Round the Clock 12 1-8
G49 Shanghai 4 1-8
G50 High Score 12/24 1-8
TOTAL 472

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READ FIRST - OPERATION
The dartboard is powered by an external power supply. An external 5 VDC, 1000 milliamp
power supply is included with the dartboard. To use, plug the power supply into the jack on
the side of the dartboard, plug the trasnformer end into a standard wall outlet.
1. Press the ON/OFF button to turn on the game. When the power is turned ON, the
displays will light up with a welcoming melody. When the sound stops, the center
display will show GAME MENU and Q Cricket.
2. Use the UP or DOWN buttons to scroll through the choices.
3. Press the ENTER Button to select the line that is !ashing.
4. The !ashing choices may then be changed by pressing the UP or DOWN buttons.
5. When the selection is correct, press the ENTER Button to move to the next option.
6. For games G01 to G12 (Games 301 to 901 and 301 League to 901 League), there are
options:
If Selecting Option Then
L01 Single In/Single Out
L02 Double In/Single Out
L03 Single In/Double Out
L04 Double In/Double Out
L05 Single In/Master Out (Double/Triple Out)
L06 Double In/Master Out (Double/Triple Out)
For Master Out, the game is ended by hitting a double or triple or the double bullseye.
If Double Out or Master Out has been selected, the Dart Out feature is automatically
activated. In this mode, for a Double Out game, once a player is close to "nishing the
computer will suggest the best possible "nishing shots, or if an OUT is not possible, the
best remaining alternative shots are displayed. If the Master Out option has been selected,
the suggested 3 best shots will display when a player is at 180 points or below.
Step 2, 4 Step 1
Step 3, 5

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7. Games with the single or double bull option allow the outer bullseye to score double.
8. If Yes is selected for cyberplayer there are !ve choices. The cyberplayer will be the last
player in the game.
Beginner
Intermediate
Advanced
Expert
Professional
9. Press the UP or DOWN buttons to select the number of players. It is up to a maximum
of 8 players in a game. Press the ENTER button to con!rm the selection and start the
game. For more than 4 players, some players will share the player score display. Player
1 and 5; 2 and 6; 3 and 7; 4 and 8 share the display.
10.This dartboard is equipped with of!cial calculation of handicaps. Only G01 to G06 and
Cricket G17 are equipped with handicap options. If a handicap is desired, select YES
for handicap. Use the UP and DOWN buttons to scroll through the players. To input the
handicap, the "ashing number is changed by pressing the single segment of the desired
number. Press the bullseye for zero. After creating handicaps, press ENTER to !nish.
Note: Points Per Dart (PPD) and Marks Per Round (MPR) are the of!cial means of
classifying and ranking players.
PPD: Points Per Dart is used for G01 to G06 games. To obtain a PPD, divide the total
points by the number of actual darts thown. Example: Player 1 wins the game with their
12th dart. They have achieved a total of 301 points.
Their PPD is 25.08 (301/12 = 25.08). Default is 10.00.
MPR: Marks Per Round is used for the G17 Cricket game. To obtain a MPR, divide the
total number of marks scored by the actual number of darts thrown then multiply by
three (3). Example: Player 1 wins the game with their 46th dart. They have achieved a
total of 59 marks. Their MPR is 3.85 (59/46 x 3 = 3.85). Default is 2.0
Handicap of G01 to G06 games: Handicapping system is to even the odds between players
with different skill levels. The start score is decided by players Points Per Dart (PPD)
and it will be adjusted in the beginning of the game. Each player is compared to the
player with the highest PPD to determine their starting score. The formula to calculate a
starting score is as follows:
Current Player's
Start Score =Normal Game
Start Score XCurrent Player's PPD
Highest Player's PPD + 0.5
This dart board will calculate this value automatically to make adjustments after all
players input their PPD.

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Handicap of Cricket games: Handicapping system is to even the odds between players with
different skill levels. In Cricket games, the Average Marks per Round (MPR) of each
player determines if they should have one to fourteen starting marks.
a. If both teams have a MPR average below 2.0, use Column 1 from chart
b. If at least one team has a MPR or 2.0 or above, use Column 2 from chart
c. If both teams have a MPR of 3.0 or above, use Column 3 from below chart.
Column 1 Column 2 Column 3 Marks At Start Of Game
MPR AVE. 0-1.9
MPR Difference
MPR AVE. 2.0+
MPR Difference
MPR AVE. 3.0+
MPR Difference 20 19 18 17 16 15 Bull
0.0 0.0 0.0 - 0.1 000 000 000 000 000 000 000
0.1 0.1 - 0.2 0.2 - 0.3 X00 000 000 000 000 000 000
0.2 0.3 0.4 - 0.5 X00 000 000 000 000 000 X00
0.3 0.4 - 0.5 0.6 - 0.7 X00 X00 000 000 000 000 X00
0.4 0.6 0.8 - 0.9 X00 X00 X00 000 000 000 X00
0.5 0.7 - 0.8 1.0 - 1.1 X00 X00 X00 X00 000 000 X00
0.6 0.9 1.2 - 1.3 X00 X00 X00 X00 X00 000 X00
0.7 1.0 - 1.1 1.4 - 1.5 X00 X00 X00 X00 X00 X00 X00
0.8 1.2 1.6 - 1.7 XX0 X00 X00 X00 X00 X00 X00
0.9 1.3 - 1.4 1.8 - 1.9 XX0 XX0 X00 X00 X00 X00 X00
1.0 1.5 2.0 - 2.1 XX0 XX0 XX0 X00 X00 X00 X00
1.1 1.6 - 1.7 2.2 - 2.3 XX0 XX0 XX0 XX0 X00 X00 X00
1.2 1.8 2.4 - 2.5 XX0 XX0 XX0 XX0 XX0 X00 X00
1.3 1.9 - 2.0 2.6 - 2.7 XX0 XX0 XX0 XX0 XX0 XX0 X00
1.4+ 2.1+ 2.8+ XX0 XX0 XX0 XX0 XX0 XX0 XX0
Ave. - 14 Rds. Ave. - 10 Rds. Ave. - 8 Rds.
11.It is not required to enter PPD or MPR for any player. In this case PPD defaults to 10
and MPR defaults to 2.0.
12.The last menu choice is SAVE GAME YES/NO. After you have selected a game and
set the options choosing YES will save it as a favorite. At start up, pressing the MISS/
FAVORITE button will allow you to choose a favorite game that has the saved options.

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13.During the game, when the computer announces “next player”, any pressure on the
segments will not activate the dartboard. The player is required to remove all the darts
and press NEXT PLAYER for the next player’s round. The dartboard will automatically
switch to the next player if the board has not been played for roughly 10 seconds after
the “next player” announcement.
14.Press the MISS button to score 0 and count the dart when a dart misses the scoring
segments or the board completely.
15.If you throw a dart and it doesn’t stay in the segment and you don’t want to register the
score, press the BOUNCE OUT button.
16.You can control the sound level by pressing the SOUND button.
17.Press and hold the ON/OFF button for 3 seconds to turn off the game. For energy
saving purposes, the board is equipped with an auto power off feature. If the game has
not been played for 30 minutes, the game will turn off automatically.
Step 16 Step 15
Step 17 Step 13
Step 14

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GAME DESCRIPTIONS & RULES
G01 - G06 301, 501, 601, 701, 801, 901
Game Options:
Single In/Single Out
Double In/Single Out
Double In/Double Out
Single In/Double Out
Single In/Master Out
Double In/Master Out
Double Bull
Single Bull
Refer to the section “Read First - Operation”.
Playing the Game
To win: The !rst player who reaches exactly zero wins.
• The starting score for each player is 301 or the score option selected.
• 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 the double bullseye to
start the game. If you selected Double Out you must hit a double segment or the
double bullseye to end the game.
• If you selected Master Out, you must hit a double or triple segment to end the
game.
• After the game is !nished, the display will show the points per dart (PPD) for each
player.
G07 - G12 301 League, 501, 601, 701, 801, 901
Game Options:
Single In/Single Out
Double In/Single Out
Double In/Double Out
Single In/Double Out
Single In/Master Out
Double In/Master Out
Double Bull
Single Bull
Refer to the section “Read First - Operation”.

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Playing the Game
To win: A team will win when a player on the team reaches exactly zero and his teammates
score is lower than or equal to the sum of the opposing teams score.
• 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 starting score for each team is 301 or the score option selected.
• If the score of the current player goes below zero it will return to the score from the
beginning of the turn. That team cannot win at that time.
• 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/ Double Out, you must hit a double segment or the
double bullseye to start the game. You must also hit a double segment or the
double bullseye to end the game.
• The team will win when one players score reaches exactly zero and his teammates
score is lower than or equal to the sum of the opposing teams score. Otherwise the
score of the current player returns to the score at the beginning of the turn. That
team cannot win at that time.
• If you selected Master Out, you must hit a double or triple segment to end the
game.
G13 Bingo
Game Options:
None
Refer to the section “Read First - Operation”.
Playing the Game
To win: The player that is !rst to complete a row of 4 numbers, wins.
• Random numbers are displayed in 3 rows.
• Hit any segment for one of the numbers to black (!ll it in).
G14 Prisoner
Game Options:
None
Refer to the section “Read First - Operation”.
Playing the Game
To win: The !rst player to hit every number in order (clockwise) in the target area, wins.
Note: The double, outer single and triple segments are targets. The inner single and
bullseye take prisoners.
• The display will show the next target for the player.
• Hitting the target segments for that number will advance to the next target.

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• Targets start with 1 and advance in
order clockwise around the board
ending at 20. The number 3 segment
will be targeted twice.
• Hitting one of the prisoner segments
will capture your dart. You will only
play with your remaining darts until you
release the prisoner.
a. Leave your prisoner darts in the
board as a reminder.
b. You release your dart by hitting one
of the target segments of the prison number at any time.
c. Any dart hitting the bullseye cannot be released.
G15 Balloon
Game Options:
None
Refer to the section “Read First - Operation”.
Playing the Game
To win: The !rst player to burst all 4 balloons, wins.
• Starts with 4 balloons that have a number.
• Each hit on that number's segment will blow the balloon larger.
• A third hit will burst the balloon.
Note: A single segment counts as one hit, a double segment counts as two hits and a triple
segment counts as three hits.
G16 Mathematics (with options of M03, M05, M07, M09 rounds)
Game Options:
The scoring options are the number of rounds, see the chart below.
Scoring Option M03 M05 M07 M09
Number of Rounds 3 5 7 9
Refer to the section “Read First - Operation”.
Playing the Game
To win: The player with highest number of points at the end of the rounds, wins.
Note: A single segment counts as one hit, a double segment counts as two hits and a triple
segment counts as three hits.
• The computer will display a simple mathematic question.
• The player must hit a segment that is the correct answer.
• Each correct hit will get one point.
Target Segments
Prisoner Segments

GLD Products Viper Dartboard
Item 42-1060
201-800-225-7593
www.gldproducts.com
G17 Standard Cricket (with scoring options of C00, C20, C25)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below.
Scoring
Options
Description
C00 Hit and open numbers 15-20 and bullseye in any order.
C20 Hit and open the number 20 !rst, then in order, open numbers 19, 18, 17, 16,
15 and bullseye.
C25 Hit and open bullseye !rst, then in order, open numbers 15, 16, 17, 18, 19 and 20.
Refer to the section “Read First - Operation”.
Playing the Game
To win: A player wins the game when he !rst 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 !rst 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.
Cricket Status One Time Two Times Open Close
Sign
• In Standard Cricket only the numbers 15-20 and bullseye are used.
• All valid hits will be con!rmed 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 !rst, 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.
Table of contents
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