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thrown 3 points, he will automatically lose a "life" in the next round but he can determine a new start value (ideally with a score of 180 points).
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 "BOUNCE OUT" button is pressed. The last player with a life remaining is the winner.
Note: You can adjust the number of lives (3 up to 7) by pressing the SELECT button.
GAME 11: 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 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 the total score (300 up to 900 and 999) by pressing the SELECT button.
GAME 12: 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.
Note: You can adjust the number of rounds (3 up to 14) by pressing the SELECT button.
GAME 13: ROUND-THE-CLOCK
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 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 14: 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 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.
Note: You can adjust the number of lives (3 up to 6) by pressing the SELECT button.
GAME 15: 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 16: 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!