Triumph Sports USA SPARX User manual

Item# 21-2011
If you have any problems with your new product,
please contact Triumph Sports USA at 1-866-815-4173,
for any technical support or warranty issues.
Please keep this instruction manual for future reference
SPARX
ELECTRONIC DARTBOARD

A PURCHASE RECEIPT (or other proof of purchase date) will be required before
any warranty service is initiated. All requests for warranty service can be submitted
by email, in writing or by contacting our Customer Service Department at:
1-866-815-4173 or email us at [email protected].
IMPORTANT NOTICE! Please contact us before returning the product to the store.
All Triumph Sports USA, Inc. (TSU) games have a limited 90-day from date of purchase
warranty. This warrants the retail purchaser for any TSU game purchased to be free from
any defect in materials and construction for 90 days from the date of purchase. The only
exceptions to the warranty include main frames, tabletops, playing surfaces, batteries or
tools. Damaged main frames, tabletops, playing surfaces need to be returned to the
store as we are unable to replace these parts. Normal play wear and usage is not
covered under the warranty, nor is wear or damage due to improper use of the TSU
game. This will void any and all TSU warranties.
Limited 90-Day Triumph Sports USA, Inc. Warranty
WARNING:Choking Hazard--Toy contains small balls and/or small parts.
Not for children under 3 years of age.
Warnings
Triumph Sports USA
11327 W Lincoln Ave.
West Allis, WI 53227
www.triumphsportsusa.com
©2014 Triumph Sports USA. All Rights Reserved.
WARNING:this is not a child's toy. adult supervision is required
for children playing darts. proper use of darts can prevent damage or injury.

Batteries
This dartboard requires 3 AAA (1.5 volt) Batteries to operate. BATTERIES NOT
INCLUDED. Do NOT mix old and new batteries and do not mix alkaline, standard
(carbon zinc), or rechargeable (nickel cadmium) batteries.
Do not dispose of batteries in fire, batteries may explode or leak.
Parts List
Description Part # Price
Replacement 6 Pack Darts 6SFTOPPDARTS $9.95
( 1 pc flight / shaft)
Display Cover for LCD JQDISPLAYLCD $5.95

Mounting Instructions
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 for steel tip rules or 8 feet for soft tip
rules. You will need to mount the board close to an electric outlet if your dartboard requires an AC adapter.
Always remove the batteries when you use an adapter. Regardless if the dartboard has horizontal or vertical
hang hole(s), the center of bullseye should be 5’8” (1.73 m) from the ground when mounted. (Figure A)Make a
small temporary reference mark on the wall at 5’8 inches from the floor. (do not drill a hole in the temporary
reference mark)Measure the distance between the top hang hole on the back of your board and the center of
the back of your dartboard. The center of the back of the dartboard is the middle point of the circle area on
the back of the board. Take a ruler and determine that distance. Then make the mark for the top hang hole
on the wall above the 5’8 mark by the distance you just measured. (see Figure B) Drill the screw into the
mark you made. Mount the dartboard on the wall by lining up the hang hole on the back with the screw. 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 utilize the bottom hang holes located on back of the board
as well . Measure the distance from the bottom hang holes to the center and make your temporary mark
below the center point by the distance measured. Then make a mark 5.31 “ to the left and another mark
5.31” to the right of the temporary mark for the additional screw locations. Drill the screws into the two
marks you made.
Figure A Figure B
Wall Stud
5’ 8”
inches
Floor
Top Hang
hole :
Measure
center of
board to
hang holes
to determine
how high
above 5’8” to
make hang
hole marks
X
X
(approx. 75.3) inches

Dartboard Functions
POWER button - Press to turn game on or off. Dartboard has an automatic suspend mode to conserve
power and battery life (if using batteries). The dartboard will make sound effect and display “SLEEP” on the
display after approximately 3 minutes of non-use. However, the scores are stored in memory and can be
restored by pressing any button.
START button - This multi-function button is used to:
START the game when all options have been selected.
CHANGE to the next player when one player is finished with his round.
This will put dartboard in HOLD status between rounds to allow player to remove darts from the target area.
GAME buttons - Press to page through the on-screen game menu.
Display Protective Film
This electronic dartboard may have a clear film over the entire display area to prevent scratching during
shipping. It is recommendedthat this film be removed before play to enhance the display area visibility. To
remove, simply lift edge, peel off, and discard.
Electronic Dartboard Operation
1. Press the POWER button to activate dartboard. A short musical introduction is played as the display
goes through power-up test.
2. Press GAME buttons until desired game is displayed
3. Press PLAYER button to select the number of players (1, 2, 3, 4 , t 2-2, t 3-3, t 4-4) The default setting is
2 players.
4. Press START button to activate game and begin play.
5. Throw darts
The dart indicator display is represented by dart icons. The number of darts displayed indicate the
remaining throws for the active player.
When all 3 darts have been thrown, a voice command will indicate “next player” and the score will flash.
The darts can now be removed without affecting the electronic scoring. When all darts are removed from
the playing surface press the START button to go to next player. Voice command will indicate which
player is up.

Team Play
In addition to scoring for up to 4 players, this dartboard is capable of keeping score for team play up to a
maximum of 4 two-person teams (8 individuals). To enter team play mode, press PLAYER button continually
until a “t” appears on the display. Each team option is illustrated below:
t 2-2
2 teams, 4 individual players
(1st team-players 1&3, 2nd team-players 2&4)
t 3-3
3 teams,6 individual players
(1st team-players 1&4, 2nd team-players 2&5, 3rd team-players 3&6
t 4-4
4 teams,8 individual players
(1st team-players 1&5, 2nd team-players 2&6, 3rd team-players 3&7, 4th team-players 4&8)
During team play, team members combine their scores to arrive at a team score.
Caring for your Electronic Dartboard
1. Never use metal tipped darts on this dartboard. Metal tipped darts will seriously damage the circuitry
and electronic operation of this dartboard.
2. Do not use excessive force when throwing darts. Throwing darts too hard will cause frequent tip
breakage and cause excess wear on the board.
3. Turn darts clockwise as you pull them from the board. This makes it easier to remove darts and
extends the life of the tips.
4. Remove the batteries when not in use . This will prolong the life of your batteries.
5. Do not spill liquids on the dartboard. Do not use spray cleaners, or cleaners that contain ammonia or
other harsh chemicals as they may cause damage.
Automatic Suspend Mode Feature
The dartboard will automatically suspend if no action occurs within approximately three minutes.
This is designed to save power or battery life. A sound effect will play and the display will indicate
“SLEEP” (see below). All scores will be stored in memory and play will resume when any button is
pressed.
S l -
E e p
Display in Sleep Mode

I-match Feature
This exciting feature allows I-matcher to play against the computer at one of five different levels of skill –only
1 player can compete against the I-match competitor. This adds a level of competition to normally routine
practice sessions.
To activate the I-match opponent:
1. Select the Game you wish to play
2. Press I-MATCH button
Select I-match opponent skill level by pressing the I-MATCH button continually
I-match 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 (I-match). Watch as the I-match opponent’s dart scores are registered on the
display. After the I-match opponent completes his round, the board will automatically reset for the “human”
player. Play continues until one player wins. Good luck!

GAME MENU
G01
301
G34
ROUND THE CLOCKR 10 SINGLES
G02
401
G35
ROUND THE CLOCKR 15 SINGLES
G03
501
G36
ROUND THE CLOCKR 1 DOUBLES
G04
601
G37
ROUND THE CLOCKR 5 DOUBLES
G05
701
G38
ROUND THE CLOCKR 10 DOUBLES
G06
801
G39
ROUND THE CLOCKR 15 DOUBLES
G07
901
G40
ROUND THE CLOCKR 1 TRIPLES
G08
CRICKET
G41
ROUND THE CLOCKR 5 TRIPLES
G09
NO
-SCORE CRICKET
G42
ROUND THE CLOCKR 10 TRIPLES
G10
SCRAM
G43
ROUND THE CLOCKR 15 TRIPLES
G11
CRUT THROAT CRICKET
G44
KILLER
G12
COUNT UP300
G45
DOUBLE DOWN
G13
COUNT UP400
G46
DOUBLE DOWN 41
G14
COUNT UP500
G47
ALL FIVER 51
G15
COUNT UP600
G48
ALL FIVER 61
G16
COUNT UP700
G49
ALL FIVER 71
G17
COUNT UP800
G50
ALL FIVER 81
G18
COUNT UP900
G51
ALL FIVER 91
G19
COUNT UP999
G52
SHANGHAI 1
G20
HI SCORE(3ROUNDS)
G53
SHANGHAI 5
G21
HI SCORE(4ROUNDS)
G54
SHANGHAI 10
G22
HI SCORE(5ROUNDS)
G55
SHANGHAI 15
G23
HI SCORE(6ROUNDS)
G56
GOLF 9 HOLES
G24
HI SCORE(7ROUNDS)
G57
GOLF 18 HOLES
G25
HI SCORE(8ROUNDS)
G58
FOOTBALL
G26
HI SCORE(9ROUNDS)
G59
BOWLING
G27
HI SCORE(10ROUNDS)
G60
BASEBALL 6 INNING
G28
HI SCORE(11ROUNDS)
G61
BASEBALL 9 INNING
G29
HI SCORE(12ROUNDS)
G62
STEEPLECHASE
G30
HI SCORE(13ROUNDS)
G63
SHOVE A PENNY
G31
HI SCORE(14ROUNDS)
G64
NINE DART CENTURY
G32
ROUND THE CLOCKR 1 SINGLES
G65
GREEN VS RED
G33
ROUND THE CLOCKR 5 SINGLES

301
This popular tournament and pub game is played by subtracting each dart from the starting number (301)
until the player reaches exactly 0 (zero). If a player goes past zero it is considered a “Bust” and the score
returns to where it was at the start of that round. For example, if a player needs a 32 to finish the game
and he/she hits a 20, 8, and 10 (totals 38), the score goes back to 32 for the next round.
401Starting number 401 701Starting number 701
501Starting number 501 801Starting number 801
601Starting number 601 901Starting number 901
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 (Refer to Tournament Cricket Scoring section for
explanation on how players’ marks are registered). A player is then awarded the number of points of the
“open” segment each time he/she throws a dart that lands in that segment, provided their opponent has not
closed that segment. Hitting the double ring counts as two hits, and the triple ring counts as 3 hits.
Numbers can be opened or closed in any order. A number is “closed” when the other player(s) hit the open
segment 3 times. Once a number has been “closed”, any player for the remainder of the game can no
longer score on it.
Games
Game Rules
1. Each person should have one set of 3 darts (darts not included).
Each person throws 3 darts, then removes them before the next
person throws.
2. If a dart bounces out it cannot be re-thrown. Dart scores are
counted only when the dart sticks in the board.
Playing Techniques
1. Proper stance: Align your hand, elbow, shoulder, hip, and foot. If throwing with your right hand, turn the
right side of your body to face the board. Put your weight on your right foot in the front, lean forward
slightly, and balance with your left foot. Reverse this stance for a left-handed throw.
2. Throwing motion: Throw the dart from your elbow out. Keep your body steady and use only your hand,
wrist, and forearm. Bring your forearm back slightly and throw the dart with a fluid motion toward the
board. Follow through the throw by pointing your index finger at the area at which you are aiming.

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

COUNT-UP 400 COUNT-UP 800
COUNT-UP 500 COUNT-UP 900
COUNT-UP 600 COUNT-UP 999
COUNT-UP 700
High Score - 3 Rounds
The rules for this competitive game are simple - Rack up the most points in three rounds (nine darts) to
win. Doubles and triples count as 2x and 3x that segment’s score respectively. Additional variations of
this game are detailed below. The rules are the same except the number of rounds varies as
indicated in the number.
High Score - 4 Rounds High Score - 10 Rounds
High Score - 5 Rounds High Score - 11 Rounds
High Score - 6 Rounds High Score - 12 Rounds
High Score - 7 Rounds High Score - 13 Rounds
High Score - 8 Rounds High Score - 14 Rounds
High Score - 9 Rounds
ROUND-THE-CLOCK–r1 singles
Each player attempts to score in each number from 1 through 20 and bullseye in order. Each player
throws 3 darts per turn. If a correct number is hit, he/she tries for the next number in sequence. The first
player to reach 20 is the winner.
The display will indicate which segment you are shooting for. A player must continue shooting for a
segment until it is hit. The display will then indicate the next segment you should shoot for.
There are many difficulty settings available for this game. Each game has the same rules, the differences
are detailed as follows:
ROUND-THE-CLOCK 5 - Game starts at segment number 5
ROUND-THE-CLOCK 10 - Game starts at segment number 10
ROUND-THE-CLOCK 15 - Game starts at segment number 15
Since this game does not utilize point scoring, the double and triple rings count
as single numbers.
We have added some additional levels of difficulty to this game for those looking for a real
challenge!:
ROUND-THE-CLOCK Double- Player must score a Double in each segment from 1 through 20 in order.
ROUND-THE-CLOCK Double 5 - Game starts at double segment 5
ROUND-THE-CLOCK Double 10 - Game starts at double segment 10
ROUND-THE-CLOCK Double 15 - Game starts at double segment 15
ROUND-THE-CLOCK Triple - Player must score a Triple in each segment from 1 through 20 in order.
ROUND-THE-CLOCK Triple 5 - Game starts at triple segment 5
ROUND-THE-CLOCK Triple 10 - Game starts at triple segment 10
ROUND-THE-CLOCK Triple 15 - Game starts at triple segment 15

KILLER
This game will really show who your friends are. The game can be played with as few as two players, but the
excitement and challenge builds with even more players. To start, each player must select his number by
throwing a dart at the target area. The LCD display will indicate “SEL” at this point. The number each player
gets is his assigned number throughout the game. No two players can have the same number. Once each
player has a number, the action starts.
Your first objective is to establish yourself as a “Killer” by hitting the double segment of your number. Once your
double is hit, you are a “Killer” for the rest of the game. Now, your objective is to “kill” your opponents by hitting
their segment number until all their “lives” are lost. The last player to remain with lives is declared the winner. It
is not uncommon for players to “team up” and go after the better player to knock him out of the game.
DOUBLE DOWN
Each player starts the game with 40 points. The object is to score as many hits in the active segment of the
current round. The first round, the player must throw for the 15 segment. If no 15’s are hit, his score is cut in
half. If some 15’s are hit, each 15 (doubles and triples count) is added to the starting total. The next round
players throw for the 16 segment and hits are added to the new cumulative point total. Again, if no hits are
registered, the point total is cut in half.
Each player throws for the numbers as indicated in the chart below in order (the LCD screen will indicate the
active segment in which to throw). The player who completes the game with the most points is the winner.
Any Double Any Triple
15 16 D 17 18 T 19 20 B TOTAL
Player 1
Player 2
DOUBLE DOWN 41
This game follows similar rules as standard Double Down as described above with two exceptions. First,
instead of going from 15 through 20 and bullseye, the sequence is reversed which will be indicated on the
LCD display. Second, an additional round is included toward the end in which players must attempt to
score three hits that add up to 41 points (20, 20, 1; 19, 19, 3; D10, D10, 1: etc.). This “41” round adds an
extra level of difficulty to the game. Remember, a player’s score is cut in half if not successful, so the “41”
round presents quite a challenge!
20 19 D 18 17 T 16 15 41 B TOTAL
Player 1
Player 2
Any Double Any Triple ‘41’ Round

ALL FIVES - 51
The entire board is in-play for this game (all segments are active). With each round (of 3 darts) each
player has to score a total which is divisible by 5. Every “five” counts as one point. For example 10, 10, 5
= 25. Since 25 is divisible by 5 fives, this player scores 5 points (5 x 5 = 25).
If a player throws 3 darts that are not divisible by 5, no points are given. Also, the last dart of each round
must land in a segment. If a player throws the third dart and it lands in the catch ring area (or misses the
board completely), he earns no points even if the first two darts are divisible by 5. This prevents a player
from “tanking” the third throw if his first two are good. The first player to total fifty-one (51) “fives” is the
winner. The LCD screen will keep track of the point totals. Additional variations of this game are
detailed below. The rules are the same except the total needed to win varies as indicated in the
number following the game.
ALL FIVES - 61 ALL FIVES - 81
ALL FIVES - 71 ALL FIVES - 91
SHANGHAI - 1
Each player must progress around the board from 1 through 20 in order. Players start at number 1 and
throw 3 darts. The object is to score the most points possible in each round of 3 darts. Doubles and triples
count toward your score. The player with the highest score after completing all twenty segments is the
winner. Additional variations of this game are detailed below. The rules are the same except the
starting segment varies as indicated in the number following the game.
SHANGHAI 5 - Game starts at segment 5
SHANGHAI 10 - Game starts at segment 10
SHANGHAI 15 - Game starts at segment 15
GOLF –9 Holes
This is a dartboard simulation of the game golf (but you don’t need clubs to play). The object is to
complete a round of 9 through 18 “holes” with the lowest score possible. The Championship “course”
consists of all par 3 holes making par 27 for a nine hole round or 54 for a round of 18.
The segments 1 through 18 are used with each number representing a “hole.” You must score 3 hits in
each hole to move to the next hole. Obviously, double and triples affect your score as they allow you to
finish a hole with fewer strokes. For example, throwing a triple on the first shot of a hole it is counted as an
“eagle” and that player gets to complete that hole with 1 “stroke.”
Note: The active player continues to throw darts until he “holes out” (scores 3 hits on the current hole). The
voice announcer will indicate the player that is up - listen carefully to avoid shooting out of sequence. By
the way, there are no “gimmes” in this game! Additional variations of this game are detailed below.
The rules are the same except the number of holes needed to play.
GOLF –18 Holes –Same as above except play lasts 18 holes (rounds)

FOOTBALL
Strap your helmet on for this game! The first thing necessary is to select each player’s “playing field.”
Each player can do this by throwing a dart or by manually pressing a segment on the board. This is
entirely up to you, but whichever segment is selected it becomes your starting point which carries through
the bullseye and directly across to the other side of the bullseye.
For example, if you select the 20 segment, you start on the double 20 (outer ring) and continue all the way
through to the double 3. The “field” is made up of 11 individual segments and must be hit in order. So,
keeping with the example above, you must throw darts in the following segments in this order:
Double 20 ... Outer Single 20 ... Triple 20 ... Inner Single 20 ...
Outer Bullseye ... Inner Bullseye ... Outer Bullseye ... Inner Single 3 ...
Triple 3 ... Outer Single 3 ... and finally a Double 3.
The First player to “score” is the winner.
The display will keep track of your progress and indicate
the segment you need to throw for next.
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
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
2.You cannot hit the same singles segment twice within the same “frame” (round). The second hit will
count as zero points. Hint: Try to hit each single to reach 10 points in the frame.
3.You can score 20 points per “frame” by hitting the triple segment twice.
4.Hitting the double segment with your second dart will only count as 10 points if you scored a double on
your first throw. Otherwise you will score a total of 9 points by throwing a double with your second dart.

BASEBALL –6 Innings
This dartboard version of baseball takes
a great deal of skill. As in the real game,
a complete game consists of 9 innings.
Each player throws 3 darts per “inning.”
The field is laid out as shown in the diagram.
Segment Result____________
Singles segments “Single” - one base
Doubles segment “Double” - two bases
Triples segment “Triple” - Three bases
Bullseye “Home Run” (can only
be attempted on third dart of each round)
The object of the game is to score as many runs as possible each inning. The player with the most runs at
the end of the game is the winner.
BASEBALL –9 Innings –Same as above except 9 innings (rounds).
STEEPLECHASE
The object of this game is to be the first player to finish the “race” by being the first to complete the “track.”
The track starts at the 20 segment and runs clockwise around the board to the 5 segment and ends with a
bullseye. Sounds easy right? What has not yet been specified is that you must hit the inner single
segment of each number to get through the course. This is the area between the bullseye and the triples
ring. And, as with a real
steeplechase, there are obstacles throughout the course to hurdle. The four hurdles are found at the
following places:
1st fence Triple 13 2nd fence Triple 17
3rd fence Triple 8 4th fence Triple 5
The first player to complete the course and hit the bullseye wins the race.
SHOVE A PENNY
Only the numbers 15 through 20 and the bullseye are used. Singles are worth 1 point, doubles are worth
2, and triples are worth 3 points. Each player must throw for the numbers in order with the objective of
scoring 3 points in each segment to move on to the next. If a player scores more than 3 points in any one
number, the excess points are given to the next player. The first player to score 3 points in all segments
(15 - 20 and bull) is the winner.
NINE-DART CENTURY
The object of this game is to attempt to score 100 points, or come as close as possible, after 3 rounds (9
darts). Doubles and triples count as 2x and 3x their value respectively. Going over 100 points is
considered a “bust” and causes you to lose unless all players go over. In that case, the player closest to
100 wins (player that scored the lowest amount over 100.

GREEN VS. RED
(2 players only)
This game is a race around the board, where skill at hitting doubles and triples pays off with victory. Player
1 is “green” and player 2 is “red.” Player 1 shoots for only doubles and triples that are green and works
around the board clockwise. Player 2 starts at 20 and works around the board counter-clockwise, shooting
for red segments (the temporary score display will indicate which segment to throw for). Note: a maximum
of one double and one triple of the same number can be scored in a single round.
What’s more, hitting the wrong number (of your opponent’s color) subtracts that amount from your score -
so be careful.
The player with the most points after completion of the game is the winner.
Stuck Segment
Occasionally, a dart will cause a segment to become wedged within the segment separator web. If this
happens, all play will be suspended and the scoring display will indicate the segment number that is stuck.
To free the segment, simply remove the dart or broken tip from the segment. If the problem is still not
solved, try wiggling the segment until it is loose. The game will then resume where it left off.
Broken Tips
From time to time a tip will break off and become stuck in the segment. Try to remove it with a pair of
pliers or tweezers by grasping the exposed end and pulling it out of the segment. If this is not possible, you
can attempt to push the tip through to the back of the segment. Use a nail that is smaller than the hole and
gently push the tip until it falls through the other side. Be careful not to push too far and damage the
circuitry behind the segment.
Don’t be alarmed if tips break. This is a normal occurrence when playing soft tip darts. We include a pack
of replacement tips that should keep you supplied for quite some time. When replacing tips, make sure
you use the same type of tips that come with this dartboard.
Important Notes
Cleaning your Electronic Dartboard
Your TRIUMPH SPORTS USATM electronic dartboard will provide many hours of competition if cared for
properly. Regular dusting of the cabinet is recommended using a dry cloth. The use of abrasive cleaners
or cleaners that contain ammonia may cause damage and should not be used. Avoid spilling liquid onto
the target area since it can result in permanent damage and is not covered by the warranty.
This manual suits for next models
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