Kings Dart RN5130 User manual

RN5130
Electronic Dartboard Manual

Electronic Dartboard General Manual 2/23
Mounting with adapter
Choose a location to hang the dartboard where is about 10
feet (3.048 m) of open space in front of the board. The
“toe-line” should be 7’9 1/4” (2.37 M) from the face of
the dartboard. Since this dartboard is powered with an AC
adapter, you could mount it close to an electronic outlet
for convenience. No matter the dartboard has horizontal
or vertical hang hole(s), the center of bullseye should be
5’8” (1.73 m) from the ground. Mark the center location
on the wall. Measure the distance between hang hole(s)
and center. Then, make the mark(s) for hang hole(s).
Make sure the second mark for hang hole is level with the
first mark. Mount the dartboard on the wall by lining up
the hang holes on the back with the screws. It may be
necessary to adjust the screws until the board fits snugly
against the wall. If you want to mount the dartboard even
more securely to the wall, you can fasten four screws
through the holes located in the catch ring area (the area
outside the scoring segments)
Dartboard Functions
POWER switch/button - Be sure the AC Adapter is plugged into the jack or batteries are installed.
Press the POWER switch to turn game on or off.
START/HOLD button - This multi-function button is used to:
•START the game when all options have been selected.
•Put dartboard in HOLD status between rounds to allow player to remove darts from the target
area.
GAME GUARD button –After the START button has been pressed and play has begun, the GAME
GUARD feature can be activated. When the button is pressed, all of the keys will ‘lock’. When
GAME GUARD is active, a misguided dart hitting a button will not affecting your game. To
deactivate the GAME GUARD, simply press the button again and the keys will unlock.
BOUNCE OUT button - Decide before play if you want to count darts that do not remain in board
(“bounce-outs”) or not. If not, simply press the BOUNCE OUT button immediately after a bounce
out occurs to deduct the score that registers
DART-OUT/SCORE button - The DART-OUT feature is active only during the “01” games (301,
401, etc.). When a player’s score falls below 160, he/she can press the DART OUT button to get a

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suggestion from the dartboard as to the 3 darts needed to finish the game. Note: doubles and triples
are indicated with 2 and 3 dashes to the left of the number respectively. The SCORE feature allows
player to access score not current on display.
SOUND button – Sound level adjustable from 0-7 levels (8 levels).
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. Note:
not all models have Master Out option. 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.
PLAYER/PAGE button – This button is used at the start of each game to select the number of
players you want to play the game. In addition, this button allows players to see other player scores
of not on active display.
GAME button – Press to page through the on-screen game menu and select game.
SELECT button – Press to select various difficulty settings for games. Many games contain several
difficulty options that can be accessed by pressing this button
QUICKPICK buttons – These four game buttons launch you directly into the indicated games.
These buttons launch you directly into the game indicated below the button. With the large selection
of available games included in this dartboard, these buttons are a convenient way to jump directly
into a game. The default setting is for 2 players. Button names are BIG SIX, CUT-THROAT,
CRICKET and 301 501.
RESET button – Press to clear display and reset dartboard to opening sound.
SCROLLING DISPLAY (JX models only): This dartboard includes a scrolling message display
located on the display panel. The unique display adds an interactive element to your dart games.
From the moment you turn the power on; you will see the visual and audio excitement. An
inspirational opening theme will play as the scrolling display flashes through a list of all the features
of the dartboard- with a fell special effects mixed in.
The scrolling display will be your name source of information throughout play. Here are a few
examples of what will be displayed:
When selecting games, the display will indicate the name of the game.
During play, each dart’s score will be displayed in the scrolling display.
A special visual effect will appear when a bullseye is scored.
You can enter each player’s name on the display (see Text Entering section).

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TEXT ENTERING feature (JX models only): The scrolling display is set up so players names can
be entered to appear at the start of their respective rounds.
To enter player names:
1. Select the game you want to play by pressing GAME button or by using QuickPick buttons.
2. Select the number of players by pressing PLAYER/PAGE button.
3. Put text entering overlay over the button area (all holes should line up with the buttons). The
overlay indicates the different functions for each button when in text entering mode.
4. Press SET/ESC – this will activate text entering mode. The scrolling display will show: 1:_
5. Enter player 1 name. Each button represents several letters of the alphabet. Pressing a button
once will get the 1st letter, pressing button twice gets the second letter, the pressing the button
three times gets the 3rd letter. You must press the right arrow (→) to move to the next letter of
the name you are entering. The left arrow allows you to go back to correct error. When finished
with play1 name, press down arrow to enter player 2 name. Display will show: 2._ After all
names are entered, press SET/ESC button once and remove overlay. Then press START button
to begin play. Each player’s name will appear before his or her round.
CyberMatch 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 CyberMatch competitor. This adds a level of
competition to normally routine practice sessions.
To activate the CyberMatch opponent:
1. Select the Game you wish to play
2. Press CYBERMATCH button
Select CyberMatch opponent skill level by pressing the CYBERMATCH button continually
CyberMatch Levels
Level 1 Professional
Level 2 Advanced
Level 3 Intermediate
Level 4 Novice
Level 5 Beginner
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
CyberMatch opponent’s dart scores are registered on the display. After the CyberMatch opponent
completes his round, the board will automatically reset for the “human” player. Play continues
until one player wins. Good luck!

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Team Play
In addition to scoring for up to 16 players, this dartboard is capable of keeping score for team
play up to a maximum of 8 two-person teams (16 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)
etc …
During team play, team members combine their scores to arrive at a team score.
Electronic Dartboard Operation
1. Press the POWER or switch to ON position (|) to activate dartboard. A short musical introduction
is played as the display goes through power-up test.
2. Press GAME button until desired game is displayed – or press any of the QuickPick buttons.
3. Press DOUBLE button (optional) to select starting and/or ending on doubles or Master Out (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 ... 16). The default setting is 2 players.
Or select Cybermatch option by pressing CYBERMATCH button.
5. Press START/HOLD button (red) to activate game and begin play.
6. Throw darts: When all 3 darts have been thrown, a voice command will indicate “Remove Darts”
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. Also, the player indicator lights will illuminate to
show which player’s turn it is.

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Game Content
1
301
22
Golf
2
Cricket
23
Football
3
Scram
24
Baseball
4
Cut Throat
25
Steeple chase
5
Eng Cri
26
Bowling
6
PK-Cri
27
Car Rally
7
Low-Cri
28
Shove Pen
8
Adv-Cri
29
Nine Darts
9
Shooter
30
G & R
10
Trapshoot
31
Gold Hunt
11
Big Six
32
Cas-A
12
Overs
33
Cas-B
13
Unders
34
Cas-C
14
Count Up
35
Elimination
15
High Score
36
Horse She
16
Round Clk
37
Warfare
17
Killer
38
Adv War
18
Double Down
39
Paintball
19
41
40
Fox Hunt
20
All Fives
41
Tic-Tac-Toe
21
ShangHai

Electronic Dartboard General Manual 7/23
GAME 1: 301
This popular tournament and pub game is played by subtracting each dart from the starting total 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). Simply press the “DOUBLE” button to change this setting. LED indicators will display
your current setting: Note: you can adjust total score of this game.
• 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.
• Double In and Double Out - A double is required to start and end scoring of the game by each
player.
• Master Out - A double or triple is required to finish the game.
Dart-Out Feature (“01” games only)
This electronic dartboard has a special “Dart Out” feature. When a player requires less than 160 to
reach zero, the estimate feature becomes active. The player can press the DART OUT button to view
the darts necessary to throw to finish the game (reach zero exactly). Doubles and triples are indicated
with 2 or 3 lines to the left of each number respectively.
GAME 2: 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.
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. 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.
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.

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GAME 2-1: NO-SCORE CRICKET
(Press SELECT button when Cricket is displayed) 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).
Cricket Scoring Display: This dartboard utilizes a dedicated
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.
GAME 3: 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.
GAME 4: 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!
GAME 5: ENGLISH CRICKET (For 2 players only)
This game is another variation of Cricket that requires precision dart throwing. The game consists of
two rounds. The players have a different objective in each round. During the first round, player 2
attempts to throw bullseyes – with the objective of needing 9 to complete round 1. Double bull (red
center) counts as 2 scores. Any throw that hit otter single and double segment is credited to player
1’s point total. For example, if player 2 throws a outer single 20, a single bullseye, and a outer
single7 during his/her turn, player 2 will have one bullseye subtracted from the 9 needed, and 27
points will be credited to player 1’s point total. Player 2 must exhibit accurate bullseye dart
throwing!

Electronic Dartboard General Manual 9/23
Meanwhile, player 1 attempts to score as many points as possible during this first round. Doubles
and triples count 2x and 3x their respective values. However, to score points, player 1 must score
over 40 points in each turn (3 throws) to amass points against player 2. Only those points over 40 are
counted toward the cumulative score. Player 1 must also exhibit precision dart throwing and avoid
hitting any bullseyes during this first round because any hits scored by player 1 in the bullseye area
will be subtracted from player 2’s needed total of 9 bullseyes. Once player 2 reaches the objective of
getting 9 bullseyes, the roles are reversed for round two. When 2 players finish their 9 bullseyes, the
highest score player wins!
GAME 6: PICK IT CRICKET
This game is very similar to standard cricket. Instead of using the traditional segments used in
standard cricket, (15, 16, 17,18,19,20, & Bullseye) players face new and unfamiliar targets randomly
selected by the computer. The game will consist of six random segments and Bullseye. All other
rules apply as detailed in standard Cricket.
GAME 7: LOW PITCH CRICKET
This version of Cricket utilizes the lower numbered segments on the board for a change of pace from
the standard Cricket segments. Players will need to “close” segments 1, 2, 3, 4, 5, 6 and Bullseye. All
other rules apply as detailed in standard Cricket.
GAME 8: 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.
GAME 9: 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
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. Note:
you can adjust number of rounds.
GAME 10: TRAPSHOOT
This dart version of trap shooting will keep players on their toes. In each round, the computer selects
a set of three targets the player must hit. The targets will be displayed on the right side of the board.

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The player must try to hit all three targets within 15 seconds with 3 darts. Each hit on a target scores
1 point. (3 points maximum possible for each round) The first player to accumulate 15 points is the
winner. Double and triple segments are specific targets in this game. For example, if the target
required is a single number and the player hits a double of that segment, no points will be scored!
Note: you can adjust number of darts can be shoot in 15 seconds.
GAME 11: BIG SIX
This game allows players to challenge their opponents to hit the targets of their choice. Similar to the
popular basketball game “HORSE”; 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
opponent’s 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 – and if it is hit, he can throw for a segment for the next round. 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.
Note: you can adjust number of lives.
GAME 12: 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 indicate once for each life taken away. The last player with a life remaining is the winner.
Note: you can adjust number of lives.
GAME 13: 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 60 points added to your score. This will be added
at the end of the round when the “START/HOLD” button is pressed. The last player with a life
remaining is the winner. Note: you can adjust number of lives.
GAME 14: COUNT-UP
The object of this game is to be the first player to reach the specified point total (400, 500 …). Point
total is specified when the game is selected. Each player attempts to score as many points as possible

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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 LED display as the game progresses. Note: you can adjust total score.
GAME 15: HIGH SCORE
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. You can adjust
number of rounds.
GAME 16: ROUND-THE-CLOCK
Each player attempts to score in each number from 1 through 20 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. There are many difficulty settings available for this game. Each game has the
same rules, the differences are detailed as follows:
ROUND-THE-CLOCK 1 - Game starts at segment number 1
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.
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
GAME 17: 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 LED 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

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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. Note: you can adjust number of lives. In
addition, for those who really want a challenge, there are three additional difficulty settings: Doubles
3 lives, Doubles 5 lives, and Doubles 7 lives. In these games, you can only “Kill” opponents by
scoring doubles in their number segment.
GAME 18: 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 LED screen will
indicate the active segment in which to throw). The player who completes the game with the most
points is the winner.
GAME 19: FORTY ONE
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 LED 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!
GAME 20: ALL FIVES
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).

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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 LED screen will keep track of the point totals. Note: you can
adjust number of 5 you need to get.
GAME 21: SHANGHAI
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.
Adjustable Difficulty Settings for Shanghai include the following options:
• SHANGHAI 1 - Game starts at segment 1
• SHANGHAI 5 - Game starts at segment 5
• SHANGHAI 10 - Game starts at segment 10
• SHANGHAI 15 - Game starts at segment 15
In addition, Super Shanghai is more difficult. The game is only 7 rounds. This rule is similar as
described above except that specific targets needs to be hit in 3 darts, or the score will become zero.
•SUPER SHANGHAI 1 - Game starts at segment 1, ends at segment 7. Specific targets are 3 and 5.
•SUPER SHANGHAI 5 - Game starts at segment 5, ends at segment 11. Specific targets are 7 and 9.
•SUPER SHANGHAI 10 - Game starts at segment 10, ends at segment 16. Specific targets are 12 and 14.
•SUPER SHANGHAI 15 - Game starts at segment 15, ends at segment 25. Specific targets are 17 and 19.
GAME 22: GOLF
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 a 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!
GAME 23: FOOTBALL
Strap your helmet on for this game! The first thing necessary is to select each player’s “playing

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field.” This can be done by throwing a dart or by manually pressing a segment on the board by each
player. This is entirely up to you, but whichever segment is selected becomes your starting point
which carries through the bullseye and directly across to the other side of the bullseye (see diagram).
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.
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(Rectangle) ... Triple 20 ... Inner Single 20(Triangle) ... Outer
Bullseye ... Inner Bullseye ... Outer Bullseye ... Inner Single
3(Triangle) ... Triple 3 ... Outer Single 3 (Rectangle) ... and finally a
Double 3.
GAME 24: BASEBALL
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.” Inning 1 will use segment 1 and so on.
Player needs to hit the specific segment to run. The field is laid out as shown in the diagram. Once
player runs to home base, he/she scores 1 point.
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)
The object of the game is to score as many points as possible each inning. The
player with the highest point at the end of the game is the winner.
Adjustable Difficulty Settings for BASEBALL include 6 rounds and 9 rounds. Each option is
played exactly as outlined above with the exception of the number of round it takes to win the game.
GAME 25: 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 (Triangle) 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: (Hit the appointed segment to

Electronic Dartboard General Manual 15/23
pass the hurdles)
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.
GAME 26: 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 Diagram segment 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
There are several rules for this game as follows:
1. A perfect game score would be 200 in this version of bowling. Total is 10 rounds.
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. If your first dart hits a Double segment, your second dart hits a Double too and the third dart hit
any segment, you will score 10 pins (point) for this round.
5. If your first dart hits a Double segment, your second dart hits an Outer or Inner Single segment
and the third dart hit the Double, this round will only score 9 points.
6. If your first dart hits a Double segment, your second dart hits a Triple and the third dart hit a
Double segment, you will score 19 points total.
GAME 27: CAR RALLYING
This game is similar to steeplechase except we let you set up your own “race track.” You can set up
as many obstacles as you wish.
Before the game starts, the LED display will prompt you to select the course (“SEL”). Players should
alternate selecting segments by pressing on the specific segment of your choice. Note: You will have
to hit the exact segment you selected to move on during the race. If you choose inner single 20, that
inner single area will need to be hit during the race. The LED display will indicate inner single with a
line next to the bottom of the 1, an outer single is shown with a line next to the top portion of the 1.

Electronic Dartboard General Manual 16/23
Obstacles usually comprise hitting a difficult number before continuing on the racetrack. Again, the
route can be made as difficult or easy as you wish and can go anywhere on the target area of the
board. After the track is selected, press START to begin the race. The first player to complete the
course is the winner.
GAME 28: 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.
GAME 29: 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.
GAME 30: 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.
Player 1: Green
Double and triple of
1
4
6
15
17
19
16
11
9
5
B
Player 2: Red
Double and triple of
20
12
14
8
7
3
2
10
13
18
B
Note: Please use above chart to determine player 1 and player 2 if your dartboard segment color is
not red and green.
GAME 31: 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. The
player who reaches to selected total gold required first is the winner.
GAME 32: CASINO A - FLUSH

Electronic Dartboard General Manual 17/23
This game, inspired by casino play, tests your nerve and skill as you gamble points to defeat your
opponent. The object of the game is to be the first player to reach the designated point total. Note:
you can adjust the end-game point total.
The dartboard will indicate the number you must throw for. The default “bet” is 10 points. However,
each player can increase his bet at the start of each round to 20, 30, 40 … 90 points. Players usually
wager high when a number appears they are confident in hitting. To change your bet (at start of a
round), press the BOUNCE OUT button. Your new bet will be indicated in the display (for
example,”b20“will appear to indicate a bet of 20 points). The bet will automatically revert to 10
points at the start of each round.
To “cash in” on your bet, you need to hit the indicated number segment. Hitting a single on the first
throw is a “push” and does not score points. However throwing a double or triple of the correct
segment on the first throw counts as 1x and 2x your bet respectively. Your next two darts in the
round count as 1x, 2x, and 3x your bet for a single, double, or triple. The segment scoring display
will light to indicate the number of successful hits you have registered. Failing to hit the active
segment in a round costs you the value of the bet you selected at the start of the round. The first
player to reach the designated point total is the winner.
GAME 33: CASINO B - STRAIGHT
This game, while similar to Casino A, has an added element of play. Again, the object of the game is
to be the first player to reach the designated point total. Note: you can adjust the end-game point
total.
The dartboard will indicate the number you must throw for. The default “bet” is 10 points. However,
each player can increase his bet at the start of each round to 20, 30, 40 … 90 points. Players usually
wager high when a number appears they are confident in hitting. To change your bet (at start of a
round), press the BOUNCE OUT button. Your new bet will be indicated in the display (for example,
“b20“will appear to indicate a bet of 20 points). The bet will automatically revert to 10 points at the
start of each round.
To “cash in” on your bet, you need to hit the indicated number segment. Hitting a single on the first
throw is a “push” and does not score points. However throwing a double or triple of the correct
segment on the first throw counts as 1x and 2x your bet respectively. This is where the new element
comes into play. Instead of throwing for the same segment during each round, your sequence is to
span across the target area. For example, if the display indicated to throw for segment 1, you attempt
to throw for segment 1, followed by a bullseye, followed by segment 19. The temporary score
display will indicate segment to aim for after each throw.
Your next two darts in the round count as 1x, 2x, and 3x your bet for a single, double, or triple
(bullseye segment has no triple area). The segment scoring display will light to indicate the number
of successful hits you have registered. Failing to hit the active segment in a round costs you the value

Electronic Dartboard General Manual 18/23
of the bet you selected at the start of the round. The first player to reach the designated point total is
the winner.
GAME 34: CASINO C - 3-STAR
This version of Casino is very difficult, as you need to score at least 3 hits in the active segment
during each round to score points. Again, the object of the game is to be the first player to reach the
designated point total. Note: you can adjust the end-game point total.
Only the segments 15 through 20 and bullseye are active in this game. The segment scoring display
will be lit at the start of each round. The default “bet” is 10 points. However, each player can
increase his bet at the start of each round to 20, 30, 40, … 90 points. Players usually wager high
when a number appears they are confident in hitting. To change your bet (at start of a round), press
the BOUNCE OUT button. Your new bet will be indicated in the display (for example, “b20“will
appear to indicate a bet of 20 points). The bet will automatically revert to 10 points at the start of
each round.
To “cash in” on your bet, you need to hit an active segment (15 - 20 and bullseye) 3 times or score a
triple “opens’ the segment for scoring and that player receives 3 times the value of his bet. Doubles
and triples count as 2 and 3 hits respectively. Failing to hit a segment 3 times forces that player to
lose the value of his bet. Also, hits within segments are not carried over to the next round. The first
player to reach the designated point total is the winner.
GAME 35: 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. Note:
you can adjust number of lives.
GAME 36: 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 INNER SINGLE SEGMENT (Triangle) = 1
point
DOUBLE RING= Leaner 2 points OUTER SINGLE SEGMENT (Rectangle) = 0
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

Electronic Dartboard General Manual 19/23
round. Rounds continue until 15 points are scored. Note: you can adjust the end-game point total.
GAME 37: BATTLEGROUND
In this 2-player game, the dartboard is a battleground divided into two halves. The first player to hit
all of the opposing segments (armies) wins the game. Segments do not have to be hit in order.
Player 1 is the “TOP” army and shoots darts at the bottom sections of the board.
Player 1 needs to hit bottom segments (6, 10, 15, 2, 17, 3, 19, 7, 16, and 8)
Player 2 is the “BOTTOM” army and shoots for the top section of the dartboard
Player 2 needs to hit top segments (11, 14, 9, 12, 5, 20, 1, 18, 4, and 13)
Adjustable difficulty settings are as follows:
BATTLEGROUND DOUBLES:
• Players shoot for double segments only to eliminate opponent’s armies
BATTLEGROUND TRIPLES:
• Players shoot for triple segments only to eliminate opponent’s armies
BATTLEGROUND with GENERALS
This variation of the game includes one more obstacle to accomplish. Players must capture the
“general” after all segments (armies) have been hit to win the game. One hit on the bullseye will
capture the general. Hits to the bullseye will not count if all segments are not first closed.
The top cricket scoring display on the dartboard shows player 1’s army segments. Player 2’s army
segments are in the second row. Each time a segment is hit, the corresponding light will shut off.
Follow the scoreboard map on the next page to keep track of which segments you need to hit to win.
GAME 38: ADVANCED BATTLEGROUND
The rules are the same as standard Battleground except now there are land mines on the battlefield!

Electronic Dartboard General Manual 20/23
Players must be careful to avoid the land mines located in the Triple and Double rings of opponents
segment numbers.
Any player that hits a double or triple ring on the opposing teams’ battlefield will lose an army of his
or her own. For example, if player 1 mistakenly hit the triple ring of the “6” segment, they would
lose their own army at the “11” segment.
GAME 39: PAINTBALL
This game is similar to “Battleground” except there is an alternative way to win the battle other than
just hitting the opposing teams’ armies segments. As in the real game of paintball, players can also
capture the opposing team’s flag to win the game. To capture the flag, the double bullseye must be
hit 3 times to capture the opposing teams’ flag! Single bullseyes will not count towards the 3 needed
to capture the flag. Double bullseyes do not have to be scored in the same round and will be tallied
during the game. First player to either capture the flag or eliminate the opposing army is the winner.
Adjustable Difficulty Settings
Paintball Doubles Players must either hit 3 double bullseyes to capture the flag or hit double
ringed segments to eliminate armies.
Paintball Triples Players must either hit 3 double bullseyes to capture the flag or hit triple ringed
segments to eliminate armies.
GAME 40: 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.
GAME 41: TIC-TAC TOE
Using the specified dartboard segments, the object of the game is to close out numbers to gain an X
or an O. Traditional tic-tac-toe rules apply. Three X’s or O’s in a row horizontally, diagonally, or
vertically will win the game. In order to place an X or O in one of the boxes, a player needs to score
3 times within that segment. (Double and triple rings count) (B is the Bullseye) The number of hits
on each segment will be displayed on the screen. One hit to the segment will show “\” Two hits will
show “X” A closed segment will display either an “ ” or “O” depending on which player is
scoring. Use the map below as a guide during play.
12
20
18
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