Soren Sogaard FH-9881 User manual

22
SOFT
-
TIP ELECTRONIC DART GAME
Model: FH
-
9881 / FH
-
9882
The history of darts goes back hundreds of years. Henry VIII of
England and Charles V
I of France were said to be among the dart throwers. The
game was likely evolved from archery and spear throwing. Moreover, the
development of modern darts was closely associated with English pubs. To hit the
center of the board (called "Bull's Eye", us
ed to be made from cork) with a dart was
once thought to be purely lucky. Yet, to the English Court's satisfaction in 1908, a
Leeds innkeeper demonstrated that it is indeed a game of skill. Ever since, dart
playing has been accepted as a popular social
and sporting activity. There are
tournaments in every country, and the game is enjoyed by millions of people
worldwide.
Revolution in electronics has elevated the joy and fun of playing darts. New
and exciting games are being added to the collection.
Automatic score
-
keeping and
hints for rules are making it ever so easy to play. From young to old, for men and
women, competing as individual or team, darts brings friends together. It is no
wander, in darts tradition, that each game begins and ends with
a handshake.
WARNING:
THIS IS NOT A CHILD'
S TOY
. ADULT SUPERVISION
IS REQUIRED FOR CHIL
DREN PLAYING DARTS.
CONTAIN
SMALL PARTS THAT IS
NOT APPROPRIATE FOR
CHILDREN
UNDER 3 YEARS OLD
. PLEASE
READ INSTRUCTIONS
CAREFULLY
. PROPER USE OF DAR
TS CAN AVOID DAM
AGE OR
INJURY.
Carefully unpack your new dartboard and familiarize yourself with its function
and controls before use. Should you suspect the dartboard does not work correctly,
please refer to the
TROUBLE SHOOTING
section in this manual first.
CARING FOR
YOUR DARTBOARD
IMPORTANT
!
This game is designed for use with
SOFT
-
TIP DARTS
ONLY
.
Use of steel tip darts will cause permanent damage to the board.
Apply proper force and stance to throw darts.
It is not necessary to throw
hard for the darts to stick in
the board. The recommended weight of soft
-
tip dart
is no more than 16 grams (official standard for many dart organizations and
tournaments). (See TIPS AND TECHNIQUES.)
Use proper replacement tips.
To reduce bounce
-
outs, you shall use the same
kinds of
soft tips as those come with the game or those packed with
SMARTNESS label. Long tips are not recommended for electronic dartboards.
They break or crook more easily. (See TROUBLE SHOOTING for removing
broken tips.)
English
23
Use only the AC adapter that comes wit
h the game set.
Avoid dartboard being subjected to extreme weather or temperature.
Avoid dartboard being subjected to liquid or excessive moisture.
Clean dartboard with damp cloth and/or mild detergent only.
TIPS AND TECHNIQUES
TIP 1:
A proper stance is to
align your hand, elbow, shoulder, hip and foot. If you
are using right hand, then turn the right side of your body facing the board.
Put your weight on your right foot in the front, slightly lean forward, and
balance with the left foot. If you are usin
g left hand, then do it vice versa.
TIP 2:
The throwing motion should be from your elbow out. Keep your body steady
and use only your hand, wrist and forearm. Bring your forearm slightly back,
and with a fluid motion throw the dart toward the board. Fol
low through the
throw by pointing the index finger at the area that you are aiming.
TIP 3:
When removing dart from the board, apply a little twist to the right while
pulling the dart out will make it easier.
TIP 4:
Practice, Practice, Practice! Practice m
akes you a better dart player.
HOW TO TURN POWER ON
This electronic dartboard is equipped with automatic turn
-
off function
(sleeping mode). There is no power switch. Simply plug in the AC adapter and the
DC plug, and then the board is turned on. If the
board is left inactive over 5 minutes,
the displays and peripheries will shut off automatically, into the sleeping mode. As
long as the power is remained connected, the board will remember the state of the
game where it was left. By pushing the GAME but
ton, the board will wake up and
resume playing.
GETTING STARTED
GAME SETUP
GAME
Push this button to select one of the group of games. The first option
of the group will appear on the display.
OPTION
Push this button to select other options in the group
. The games are
code
-
named. Check with
TABLE 2
for available games.
PLAYER
Push this button to select the number of players.
TEAM
Push this button to select the number of teams (the "
Default
" setting),
(see
TABLE 1
).

24
HANDICAP
OPTION
If desired, y
ou may set the difficulty level of the game differently for
each team. Push the HANDICAP button and the display shows
which team is up for change. Use the OPTION button to set the
handicap value (see
TABLE 2
for available settings).
START
When game setu
p is completed, push the HOLD/START button to
begin the play.
Note:
Refer to the DESCRIPTION section and illustration for the descriptions of
"Setup Windows".
Example:
1.
Push GAME to select the "
_01
" game. Then, push OPTION to set the
initial value of the
score to "
501
".
2.
Push PLAYER and set the number of players to 5. You can play with
PLAYER mode or you can play with TEAM mode by the team assignment
you like.
3.
Player 1 and Player 5 are beginners. Push HANDICAP and "
S
r
1
" (for
SCORE 1) appears on display. P
ush OPTION to change the initial value of
SCORE 1 to "
301
". Team 1 will now play the game starting from 301
points.
4.
Player 3 (P_3) is a better player. Push HANDICAP until "
S
r
3
"
appears.
Push OPTION and set the initial value of SCORE 3 to "
701
"
5.
No handic
apping is set for Player 2 and Player 4 (P_2 and P_4). Hence,
The initial points of SCORE 2 and SCORE 4 are "
501
".
6.
Push HOLD/START to begin the game.
TABLE 1:
Team Assignment
No.
Players
No.
Teams
Team 1
(SCORE 1)
Team 2
(SCORE 2)
Team 3
(SCORE 3)
Team 4
(SCORE 4)
Remarks
1_P
OFF
P1
2_P
2_
t
P1
P2
by default
3_P
3_
t
P1
P2
P3
by default
2_
t
P1, P3
P2
4_P
4_
t
P1
P2
P3
P4
by default
3_
t
P1, P4
P2
P3
2_
t
P1, P3
P2, P4
5_P
4_
t
P1, P5
P2
P3
P4
by default
25
3_
t
P1, P4
P2, P5
P3
2_
t
P
1, P3, P5
P2, P4
6_P
4_
t
P1, P5
P2, P6
P3
P4
3_
t
P1, P4
P2, P5
P3, P6
by default
2_
t
P1, P3, P5
P2, P4, P6
7_P
4_
t
P1, P5
P2, P6
P3, P7
P4
by default
3_
t
P1, P4, P7
P2, P5
P3, P6
2_
t
P1, P3, P5,
P7
P2, P4, P6
8_P
4_
t
P1, P5
P2, P6
P
3, P7
P4, P8
by default
3_
t
P1, P4, P7
P2, P5, P8
P3, P6
2_
t
P1, P3, P5,
P7
P2, P4, P6,
P8
TABLE 2:
Game Selection and Handicapping List
GAME
OPTION
HANDICAP
Group
Code
Dart Game
Range
Step
_01
301
301
301 to 1001
change by 100 points
501
50
1
301 to 1001
change by 100 points
601
601
301 to 1001
change by 100 points
701
701
301 to 1001
change by 100 points
801
801
301 to 1001
change by 100 points
901
901
301 to 1001
change by 100 points
1001
1001
301 to 1001
change by 100 points
lea
301
League 301
301 to 1001
change by 100 points
501
League 501
301 to 1001
change by 100 points
601
League 601
301 to 1001
change by 100 points
701
League 701
301 to 1001
change by 100 points
801
League 801
301 to 1001
change by 100 points
901
L
eague 901
301 to 1001
change by 100 points
1001
League 1001
301 to 1001
change by 100 points
rc
rc
Round the Clock
No. 1 to 9
advance 1 number
S_O
Shoot
-
Out
0 to 9 points
add 1 point
SH
Shanghai
No. 1 to 9
advance 1 number
1
-
2
Halve
-
It
0 to 950 po
ints
add 50 points
H
nt
Hunting
0 to 9 points
add 1 point
C
u
2
C
u
2
Count Up 200
0 to 150 points
add 50 points
C
u
4
Count Up 400
0 to 350 points
add 50 points
C
u
6
Count Up 600
0 to 550 points
add 50 points

26
C
u
8
Count Up 800
0 to 750 points
add 50 point
s
C
u
0
Count Up 1000
0 to 950 points
add 50 points
H
i
High Score
0 to 500 points
add 50 points
O¯
O¯
Overs
3 to 7 lives
add 1 life
U_
Unders
3 to 7 lives
add 1 life
b
-
6
Big
-
6
3 to 7 lives
add 1 life
C
ri
C
ri
Cricket
-
(Standard)
0, 20, 25
(see Note
)
no
No Score Cricket
0, 20, 25
(see Note)
C
ut
Cut Throat Cricket
0, 20, 25
(see Note)
P
u
P
Killer Cricket
0, 20, 25
(see Note)
Note:
"0": no specific order.
"20": must close numbers from 20, 19,
18, 17, 16, 15 to Bull.
"25": must close numbers fr
om Bull,
15, 16, 17, 18, 19 to 20.
rCr
rCr
Random Cricket
rno
Random No Score
r
C
t
Random Cut Throat
r
P
u
Random Killer
LC
r
LC
r
Low
-
Pitch Cricket
[6
-
1,Bull] [12
-
7,Bull] [18
-
13,Bull] [20
-
15,Bull]
L
no
Low
-
Pitch No Score
[6
-
1,Bull] [12
-
7,Bull]
[18
-
13,Bull] [20
-
15,Bull]
LC
t
Low
-
Pitch Cut Throat
[6
-
1,Bull] [12
-
7,Bull] [18
-
13,Bull] [20
-
15,Bull]
LP
u
Low
-
Pitch Killer
[6
-
1,Bull] [12
-
7,Bull] [18
-
13,Bull] [20
-
15,Bull]
bi
L
bi
L
Billiard
spot No. 20 to 11
fill 1 spot
m
f
Minefield
spot No. 20 to 11
fill 1 spot
PAC
Pachisi
spot No. 20 to 11
fill 1 spot
H
ot
Hot Potato
spot No. 20 to 11
fill 1 spot
SPECIAL FUNCTIONS
DOUBLE
For the games, 301
-
1001 and League 301
-
1001, you can choose
additional settings to make the game more challenging (see GAME
INS
TRUCTIONS). You may change this setting anytime before or
during thegame to give the less skillful player a break. The available
settings are:
Open In / Open Out
Double In / Open Out
Open In / Double Out
Double In / Double Out
Open In / Master Out
Do
uble In / Master Out)
27
COMPUTER
(CPU)
BOUNCE
OUT
Push this button before the game starts allowing you to choose to
“Play against Computer” or not, ON/OFF.
After the game starts, push this button before next throwallowing you
to discard the score registere
d by the dart that does not stay on the
board. In many tournaments, bounce
-
out scores are not counted.
SOLITAIRE
Push this button to turn on the automatic player change function.
When 3 throws are registered on the board, the computer will change
player
automatically. This is ideal for a single player with a handful of
darts in practice.
This function is only valid after the game starts.
LEVEL
/
VOLUME
Push this button before the game starts allowing you to choose the
Smart Level of Computer from 1 t
o 7. The higher the level is, the
more smart the Computer is.
After the game starts, this button allows you to adjust speaker
volume. There are 7 levels between sound
-
off and the maximum
volume.
HOLD
During a play, a push on the HOLD/START button provid
es a pause
to the game. This is typically useful to avoid accidentally touching off
scoring when removing darts. A push on the button again will resume
the game.
RESET
A push on this button will cause interruption and prompt up the setup
mode. All the
settings remain the same as the last game. You may
choose to change settings, or you may simply push the START
button to start the same game again. Push the RESET button twice
will clear the HANDICAP settings.
PLAYING GAME
1.
This is an Interactive electro
nic dartboard. With this new generation model, you
can play with Virtual Opponent enjoyably. With this new developed item, you will
have a fanatic to hurrah for you royally.
2.
A larger dot in the corresponding SCORE window shows which
Team
is up, and
the sig
n, "
P_1
", "
P_2
", etc., shows which
Player
is up for throwing the darts.
Each player is entitled to throw 3 darts per turn. The three small dots on the
"Actual Score" display are indicating remaining throws available for the turn.
3.
This smart dart game can
track cumulative scores and reveal target or hints
automatically (see
TABLE 3
). Single, double, ortriple hit is always announced by
a Talker, and showed on the Dot Matrix Display simultaneously (for model 78054
only).
4.
Always wait for the finish of the re
ady signal before throwing darts.

28
5.
At the end of one's turn, the board is automatically on hold (unless you have turn
on the Solitaire function). Remove the darts and press the PLAYER button to
advance the play.
6.
When you choose the “Computer ON”, the last p
layer/team will be set to the
Computer automatically.
7.
The game ends when the finishing placement of all teams becomes determined.
Each display will then alternately show the final score and the placement of the
team.
TABLE 3:
Information Shown on Display
s
Dart Game
Actual Score
Player/Team Score
Cricket Score Board
301
-
1001,
League 301
-
1001
Score of a Hit
Turn Total
Cumulative Score
Round the Clock
Number Hit
Target
Shoot
-
Out, Shanghai,
Halve
-
It, Hunting
Target
Number Hit
Cumulative Score
Count
-
Up, High Score
Turn Total
Cumulative Score
Overs, Unders
Score of a Hit
Target
3
-
Dart
Total
Remaining Lives
Big
-
6
Number Hit
Target
Remaining Lives
Cricket, Random,
Low
-
Pitch:
Standard
and
Cut Throat
Number Hit
Cumulative Score
Cricket Marking
Cric
ket, Random,
Low
-
Pitch:
No Score
and
Killer
Number Hit
0
Cricket Marking
Billiard, Pachisi,
Hot Potato
Hint
Number Hit
End Point Position
Game Road Map
(Marks cursor, barrier
and achievement).
Minefield
Hint
Number Hit
Remaining Lives
Game Road Map
(Marks cursor, traps
and achievement).
GAME INSTRUCTIONS
301
-
1001
This is the most popular dart game, played in most leagues and tournaments.
Each player starts the game with 301 points (or 501, 601, etc.). At the end of each
29
player's turn, the sum of
the three darts thrown is subtracted from the player's score.
The player who reaches exactly zero first wins. The play can continue until the 2nd,
3rd, and 4th places are determined.
Busting Rule:
When a player exceeds the score needed to reach exactly
zero,
the turn is a "bust" and the score reverts back to what it was before the turn.
To make the game more challenging, you may use the DOUBLE button to set
additional restrictions on how to start and end the game. The choices are:
Open In:
The scori
ng begins when any number is hit.
Open Out
: The player can finish the game with a hit on any number that
reduces the score to exactly zero.
Double In:
To start, the player must hit a number in the double ring or a double
Bull's Eye. No score will be c
ounted until this condition is satisfied.
Double Out:
To win, the player must hit a double or a double Bull's Eye that
reduces the score to exactly zero. A score leaving the player with "1" will BUST.
Master Out:
To win, the player must hit a double,
a double Bull's Eye, or a
triple that reduces the score to exactly zero. A residual score of "1" will BUST.
Dart Out Feature:
In professional competitions, the game is usually played
with Double Out. When the score dropped below 170 points, the player
can get a
double out and win the game within the three throws for that turn. The board will
automatically calculate and show hints for Dart Out. The hints will be shown in its
suggested order. If the player misses the first suggestion and still has the
chance to
finish with the remaining two throws, the board will re
-
calculate hints for Dart Out. No
hints will be provided for score below 40, since it will be very easy to figure out the
combination.
LEAGUE 301
-
1001
This is a team play of the 301
-
1001 ga
me, very popular among dart leagues.
There are always 2 teams and 4 scores to track. Player 1 and Player 3 play against
Player 2 and Player 4. The game is played the same way as the individual 301
-
1001
game. Any player reducing his/her score to exact z
ero first makes his/her team a
winner, BUT a "
Freeze Rule
" applies.
Freeze Rule
: A player can not go out the game when the partner's residual
score is higher than the sum of their opponents' residual scores. (A tie is OK to go
out.) A "frozen" player c
an only try to get his/her score as low as possible and hope
his/her partner can win. If a player is frozen and reaches zero, then the game is
Burst
on that player.
The rule is to ensure that the winning team has the best combined perform
-
ance, and none
can win the game without the help of his/her partner. Moreover, this
dartboard allows handicapping each player separately for the League play. The
team play can also take 8 players, with two each on one score and four in a team.

30
ROUND THE CLOCK
The playe
r tries to hit the numbers from 1 to 20 in order. When a number is
hit, then the game is advanced for shooting the next number. The player reaches
and hits 20 first is the winner. Double and triple are treated the same as a single,
being counted as one
hit.
SHOOT
-
OUT
With the help of smart electronics, this game is invented and is more exciting
than
Round
-
The
-
Clock
. The target is being randomly picked by the on
-
board
computer. There are 10 seconds for you to throw the dart. A hit on the target counts
as 1 point. Double and triple are treated the same as a single. If the 10
-
second time
expires, it is considered a throw has made and missed. The target is renewed after
each throw. The player to accumulate 15 points first wins.
SHANGHAI
The game is s
imilar to
Round
-
The
-
Clock
, except scores are being cumulated
and the game is limited to 7 rounds, or 21 shots. Player starts shooting with the
number 1 and progress toward 20 and Bull's Eye. No hit is counted when it is out of
the numbering sequence. A
hit on a double or a triple is counted as 2x or 3x the
number. Example: A hit on double 3 counts as 2x3=6 points. By the end of the 7th
round, the player who accumulates the most points wins.
HALVE
-
IT
The game is like playing Jeopardy. A total miss wi
th three throws can send
your score tumbling down. Everybody starts the game by shooting the number 12,
and then 13, 14, any Doubles, 15, 16, 17, any Triples, 18, 19, 20 and Bull's Eye.
Each player throws three darts at the same number, and then progress
to the next
number in the next round. A hit on a double or triple counts as 2x or 3x the points. If
a player misses all three throws on the specific target in a round, his/her scores will
be cut in half. The more score you have accumulated, the more se
rious is the result,
should you miss any hit completely in a turn. At the end of the game, the player who
accumulates the most points is the winner.
HUNTING
This game provides the ultimate challenge with multiple random targets like
trap
-
shooting. In ea
ch round, the computer picks a set of three targets. The three
targets appear at the same time and stay on until three throws have been registered
or the time has expired. The player has to be fast and sharp to take down all three
targets in 15 seconds.
Any hit on a target scores 1 point and makes the target go
away. If all three have been hit, then the score is 3. The player who accumulates 15
points first wins.
COUNT
-
UP
This is a simple game that anybody can play. The objective is to beat other
pla
yers by reaching apreset scorefirst. The available settings are: 200, 400, 600, 800
31
and 1000. Each player tries to score as high as possible in his/her turns, and the final
total score is allowed to be more than the preset score.
HIGH SCORE
This game
is much like
Count
-
Up
, except that the game ends at the finish of
the 7th round. The player who accumulates the highest total scores wins.
OVERS
This is a simple and quick game. The player should try to score higher than or
equal to the pervious highest
score made in a turn. When a player scores less than
the record of three
-
dart total, a "Life" is then taken away from the player. By default,
each playerhas 3lives to spare. However, Handicaping can extend the player's lives
up to 7. The last player
stands to be alive in the game is the winner.
UNDERS
The game is similar to
Overs
, except the objective is to beat the lowest record
of three
-
dart total. When the three
-
dart total is higher than the record, then a "Life" is
taken away from the player.
A pass of a throw, a hit outside the scoring area, or a
discarded bounce
-
out dart (i.e., the bounce
-
out button was pushed) is penalized with
60 points (3x20, the highest possible one
-
dart score). The last player stands to be
alive in the game is the winne
r.
BIG
-
6
The player tries to earn the chance of picking the next target by making a hit
on the current target first. Single
-
6 is the first target when the game starts. Within
the three throws, the player has to hit the target once to save his/her lives.
As long as
the hit is made by the first or the second throw, the player has a chance with one
throw to select the next target. Singles, Doubles and Triples are all considered as
different targets. The strategy is to pick the toughest target for the opp
onents as
possible, such as "triple
-
20" or "double
-
Bull's Eye". The last player stands to be alive
in the game is the winner.
CRICKET
–
(
Standard
)
Cricket
is a game that is extremely popular in America and Central Europe.
Players adopt defensive or atta
cking strategy, depending on the state of the game.
At any point in the game, each player can make effort to increase the score or to
attempt blocking other players from scoring.
The game is played with the numbers 15 through 20 and the Bull's Eye. Each
player must mark a number 3 times to
CLOSE
it. A hit of a single counts as 1 mark;
a doublecounts as 2 marks and a triple counts as 3 marks. After a number is closed,
additional "markings" are converted into scores that is equal to the number.
However
, when a number is closed by all players (
ALL CLOSED
), that number is
then no longer available for cumulating scores. The winner is who has the highest
score and closed all the numbers first. If scores are even, the player who closes all
the numbers firs
t wins.

32
The strategy can be very different if the game is being played with the
restriction that is to close each number in a specific order. Use HANDICAP function
to choose such variations: playing "20 down to 15 then Bull" or "Bull and then 15 up to
20
". Close the numbers in the set sequence. You will see the difference after playing
couple games in this fashion.
NOTE:
See the DESCRIPTION section for notes on Cricket Score Board.
NO SCORE CRICKET
This is a simplified version of
Cricket
. The object
ive is to close all the numbers
as soon as possible. No score is given for hit on a closed number at any time.
CUT THROAT CRICKET
This is a reversed version of
Cricket
in scoring. Most popularly being played
with 3 players. Two of the players may joint
up and sack another player before they
turn to each other for a fight.
After a number is closed, a hit for the scoring is being add to the opponents'
scores. The higher cumulative score is on the losing side. However, no score will be
added to a player
who has the number already closed. The winner is who has the
lowest score and closed all the numbers first. If a player closed all the numbers first
but also has a higher score, he/she must keep on scoring to bring opponents' scores
surge over or equal
to his/her score. Hence, the best strategy is to close the
numbers as soon as possible to block others from giving you points, while adding the
chance to penalize others.
KILLER CRICKET
This game is much like the
No Score Cricket
with an added twist. Wh
en a
number is closed, the player has a chance to eliminate opponents' marking by hitting
the same number again. However, if the opponent has the number closed as well,
then no marks will be taken away from that player. Noticing that, instead of turning
on a light, each positive marking will turn off a light on the Cricket Score Board.
The player who closes all the numbers first is the winner.
Example:
For the number 19, Player 1 has 1 hit (hence 1 light off), Player 2
has 2 hits (hence 2 lights off),
and Player 3 has number 19 closed (3 lights off).
Player 4 comes up and hits a triple 19, closed number 19 too. Player 4 then aims and
hits single 19 again. In consequence, Player 1 and 2 are being put back one light on
19, and Player 3 is not affected.
Which means, Player 1 and 2 are being pushed
back 1 hit away from closing 19.
RANDOM CRICKET
This game is similar to the standard
Cricket
game. The significant difference is
that, except the Bull, the other six scoring numbers are randomly picked up by
the
computer. The rest of the rules are the same as the standard cricket.
33
RANDOM CRICKET
—
NO SCORE
RANDOM CRICKET
—
CUT THROAT
RANDOM CRICKET
—
KILLER
The number selection process is the same as the game,
Random Cricket
.
The rest of the rules are the sa
me as the
No Score Cricket,
the
Cut Throat Cricket
or
the
Killer Cricket
.
LOW
-
PITCH CRICKET
In this game the Cricket numbers are set to be 1, 2, 3, 4, 5, 6 and Bull. The
rest of the rules are the same as the standard cricket. Furthermore, you can use
HA
NDICAP to select a different set of Cricket numbers. There are 4sets of numbers
to be chosen from, 6
-
1 and Bull, 12
-
7 and Bull, 18
-
13 and Bull, and the regular 20
-
15
and Bull. One player may be handicapped to play 6
-
1 and Bull, while the other player
ma
y play 18
-
13 and Bull. The player that plays the higher numbers can accumulate
points faster and has a better chance to win.
LOW
-
PITCH CRICKET
—
NO SCORE
LOW
-
PITCH CRICKET
—
CUT THROAT
LOW
-
PITCH CRICKET
—
KILLER
The process of setting up the game is the
same as the
Low
-
Pitch Cricket
. The
rest of the rules of scoring and winning are the same as the
No Score Cricket,
the
Cut
Throat Cricket
or the
Killer Cricket
.
BILLIARD
This and the next 3 games are new creations that belong to a whole new
ballpark. The
goal is to move the cursor from the starting position to fill a vacant spot
at the end point. A hit on any number will move the cursor the exact steps as the
number indicates. Double and triple are no differences than a single. If the move
falls short
from landing the cursor on the end point, then make another throw and try
to make up the steps. If a hit overshoots the number of steps needed, the cursor will
then rebound with the excessive steps from the end point. The cursor is moved
along the path a
s shown in the illustration. When the spot at the end point is filled,
the end point is then moved one step closer toward the starting point. The winner is
who fills all the vacant spots and moves the end point to the starting point first.
Example:
1.
Player 1 starts the
game. The display is
showing "_20" that
advises Player 1 to
hit 20 in order to fill
the first spot. Player throws the first dart and hits 5. The cursor is moved to the
spot marked "5" in the illustration.
S
T
A
R
T
3
5
8
1
1
1
4
1
7
2
0

34
2.
The b
oard automatically calculates the difference and advises Player 1 with
"_15" to shoot at. Player 1 aims at 15, but hits 17. The cursor moves 15 steps
and bounces off the end point 2 steps to land on the spot "18".
3.
Now, the display is showing "_2". Playe
r 1 throws a third dart and hits the
number "2". The cursor lands exactly on the spot "20" and a cheering tune
played. The display is now showing "19", indicating the end point has moved a
step forward, and flashing for player change.
MINEFIELD
Essentia
lly, this game is played the same way as
Billiard
. The exception is
that there are 6 mines being planted randomly. You can pass over a mine but do not
stop on it. If the cursor happened to land on a mine, the mine explodes and a "Life" is
lost. Each pl
ayer has 3 lives for spare. If the player loses all 3 lives before finishing
filling spots, he/she is then out of the game. After the explosion, the spot is safe as a
regular one.
When the end point encounters a mined spot, the end point passes the mine
and settles on the next spot. Hence, you do not need to fill the mined spots.
However, if explosion happens, the spot is then evacuated and needs to be filled.
The player who fills all the spots first or stays to be the last one alive is the winner.
PA
CHISI
The concept was inspired from an old Indian game with the same name and
that has a German name equivalent to say "Don't Bother Me!" The rules are similar
to
Billiard
. In addition, there is a barrier between the cursor and the end point. You
need
to land on the barrier in order to pass this trouble to the next player. Otherwise,
the cursor can only be bouncing between the starting point and the barrier but never
get over to the end point. The player who finishes filling spots and moves the end
poi
nt to the starting point first is the winner.
The trouble barrier is always located between the cursor and the end point.
When the next player gets the barrier, its position is being calculated with the with the
rules as follows: (a) Count the barrier's
previous position from the starting point as
"x". (b) Count "x" steps starting from the cursor's location of the player who receives
it. (c) If "x" is more than the steps between cursor and end point, the barrier is
bouncing back and forth between the t
wo points for "x" steps. These rules ensure
that the barrier will not always appear on the same spot.
HOT POTATO
This game is similar to
Pachisi
, only that the barrier is now called "Hot Potato"
and does more harm. During relocation, if the "Hot Potato"
bounces a filled spot, it
will dig out the fill and push the end point one step back.
TROUBLE SHOOTING
35
No Power
Check and make sure the AC adapter is properly plugged in to the
electrical outlet, and the DC plug is properly connected to the DC
Jack on the
board.
Game Will
Not Score
Check to see if the game is in the setup mode or if the game is on
hold. You may also check to see if any scoring segments or function
buttons are stuck.
Stuck
Segment or
Button
During shipping or in the course of normal play
, it is possible for the
scoring segments to become temporarily jammed. If such situation
happens, all automated scoring ceases. A warning signal sounds
and the display begins flashing with the indication of which number is
stuck. By gently removing the
dart or wiggling the segment with your
finger, you will be able to free the segment. The game may then be
resumed and scoring will not be affected.
A stuck function button will result in a frozen board as well. The
flashing display shows "
-
F
-
" with a wa
rning sound. Apply the same
technique gently to free the stuck button.
Removing
Broken Tips
Plastic tip is safer but does not last forever. If a tip breaks and
remains in the board, try to pull it out gently with a pair of pliers.
However, for a short
broken tip that sticks flush with the segment
surface, you may push it through the hole into the board. The soft tip
will not hurt the circuit behind the segment. Nevertheless, we
recommend you to use a good
SOFT TIP
on a dart to push the
broken one thro
ugh. Be careful, not to use a pointed metal object to
do the job. A pointed object may cause damage if being stuck too
deep into the board. Remember, the heavier the dart is, the higher
the chance that the tip will break.
Power or
Electro
-
mag
netic
Inte
rference
Under extreme situation of electromagnetic interference, the
electronics of the dartboard may show erratic behavior or fail to
continue working. The examples of these situations may be: heavy
thunderstorm, power line surge, rolling brown out, or t
oo close to an
electrical motor or microwave. To restore the game to normal
operation, unplug the AC adapter for several seconds and then
reconnect the power again. Be sure to remove the source that
causes the interference as well.
DESCRIPTIONS
1)
Single:
Score as number shown.
2)
Double:
Score x 2.
3)
Triple:
Score x 3.
4)
Bull's Eye:
The outer bull is 25 points; the center double bull is 50 points.
5)
Catch
-
Ring:
Catch missed dart, no score.

36
6)
Function Buttons:
(see sections of GETTING STARTED).
7)
Actual Score:
(s
ee
Table 3
)
8)
Player/Team Scores
(SCORE 1
-
4)
:
(see
Table 3
)
9)
Turn indicator:
show who is up for the throw.
10)
Dart Indicators:
Show how many throws remain for the turn.
11)
Cricket Score Boards:
(see
Table 3
)
12)
Display of Cricket Numbers
13)
Dart Scores:
(i) Show dar
t hit; (ii) Show Dart
-
Out calculation. For Dart
-
Out
display, single, double and triple are indicated by the corresponding number of
bars on the adjacent Cricket Score Board.
14)
Indicators for Double In
(di)
, Double Out
(do)
and Master Out
(Eo).
15)
Dart Count:
Number of darts thrown.
16)
Average:
(i)
301
-
1001, League 301
-
1001, Count
-
Up, High Score:
Scoring Points per Dart.
(ii)
Round the Clock, Shoot Out, Shanghai, Halve
-
It:
Scoring Hit per Dart.
(iii)
Billiard, Minefiels, Pachisi, Hot Potato:
Spot
-
filled per Dart.
17)
Sector Lamps:
(i) Indicate dart hit; (ii) Indicate target.
18)
DC Jack:
For connecting AC adapter.
19)
Darts and Accessories Holder
20)
Setup Windows:
(a) number of players, (b) number of teams, (c) team score
selection for handicap setting, (d) initial score, (e) dart game code
-
name.
The product complies to the requirements of the EMC
Directive 89/336/EEC, and carries the CE marking
accordingly.
This manual suits for next models
1
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