Excalibur electronic Games SF34 User Manual

 
PACKAGE CONTENTS  
1 Scarface Dartboard  
1 Wooden Cabinet  
6 Darts and Flights  
Chalk  
Hardware  
SETTING UP YOUR SCARFACE DARTBOARD  
In professional dart  
Follow these steps to hang the  
Scarface wooden cabinet on a  
wall, back door, or anywhere you  
wish to play darts.  
1. Measure the appropriate height  
and mark the spot where you  
wish to hang the wooden cabinet.  
(There are two triangular hooks at  
the top of the cabinet).  
on the next page.  
NOTE: Use a level to ensure the  
markings for the holes are even  
and straight.  
2. Hammer two nails or hooks into  
the marked wall surface.  
3. Remove the Scarface Dart-  
board from the wooden cabinet  
and place on a soft surface.  
4. Hang the wooden cabinet.  
3
 
Dartboard Setup, cont.  
THE RULES OF DARTS  
Next, you will need to hang the  
Scarface Dartboard inside the  
wooden cabinet. Follow these  
steps to complete the setup:  
1. Open the cabinet doors.  
2. Screw the provided J Hook  
inside the top of the wooden  
cabinet.  
3. Lift the triangular hook at the  
top of the Scarface Dartboard.  
(The triangular hook is found  
above the number 20 on the  
colored side of the dartboard, or  
above the number one on the  
black and white side).  
You may play darts by yourself or  
against an opponent. Two teams  
can also play against each other.  
Each player stands behind the  
oche and throws three darts in  
succession. To determine who will  
shoot first, each player or team  
must throw a dart. The player or  
team landing closest to the bull’s  
eye shoots first.  
The dartboard has two sides. The  
green, red, and white side is most  
frequently used. The following  
rules are used by most players  
and in tournaments.  
4. Hang the dartboard inside the  
cabinet.  
Point System  
• Landing a dart in any of the  
20 numbered triangles earns  
the same number of points  
as that number. For example:  
if you land in the triangle with  
the number 7, you will get 7  
points.  
ABOUT THE  
WOODEN CABINET  
• Landing a dart in the doubles  
rings gives you double the  
points as the number in which  
you landed.  
• Landing a dart in the triples  
ring give you triple the points.  
• The center circle of the dart  
board is called the  
BULL’S EYE. The BULL’S  
EYE has an inner and an  
outer ring. Landing a dart  
in the inner ring is worth 50  
points. Landing a dart in the  
outer ring of the BULL’S EYE  
is worth 25 points.  
The handsome wooden cabinet  
has green scoreboards on the  
inside of each door. Use the chalk  
to write the players’ or teams’  
names on top of the scoreboard.  
Then write the scores under each  
person’s name throughout the  
game.  
There are six slots inside the  
doors to store the darts when the  
game is not in use.  
4
 
RULES FOR 301 AND 501  
You can play many different dart  
The next part of the game is called  
GOING OUT. If a player has two  
points left, he must hit a double-1  
to bring the score down to zero.  
games with the Scarface Dart-  
board. The two most popular dart  
games are 301 and 501. The prin-  
ciple of both games is to subtract  
your score from the initial score  
of either 301 or 501. The winner  
must reduce his score to zero.  
Follow these instructions to play.  
From 18 points, a double-9 will  
work. If the player has an odd num-  
ber left, then the first darts must  
reduce the score to an even num-  
ber before he can throw a double.  
For instance, there is no possible  
double out from 21. So, one way to  
finish would be to throw a single-  
1 first, to reduce the score to 20.  
Then the player can GO OUT  
with the number 20 by throwing a  
double-10.  
To begin, the player must hit a  
double, (any double will do). This  
means the player must land a dart  
in the outermost green and red  
ring. Once a double is thrown, that  
dart and all subsequent darts will  
count toward reducing the score  
to zero. To determine the score,  
subtract the count of each dart  
from the initial score.  
If a player scores more than the  
exact score needed, that particular  
turn will not count. In this case, the  
player’s score will remain as it was  
prior to that turn. For example: if 16  
is required and the player scores  
17 or more when he throws his  
three darts, the score will remain  
at 16.  
Remember, the outer ring counts  
as double and the inner ring  
counts as triple points.  
The winner must reduce his score  
to zero and must DOUBLE OUT  
in the process. This means the  
player must hit a double on the  
final throw. For example: if the  
player has 32 left to reach zero,  
he must hit double 16. If a single  
16 is scored, then the player must  
hit double 8 to score zero, and so on.  
Likewise, since the final score must  
be a double, if 16 is the total, the  
turn will not count and the score  
will remain at 15. The turn will also  
not count if 15 is the total, since the  
player cannot DOUBLE OUT on a  
single score.  
NOTE: The player must be left  
with an even number in order to  
set up the winning double attempt.  
5
 
RULES FOR CRICKET  
You will only use the numbers  
15 – 20 and the BULL’S EYE  
to play this game. A player must  
OPEN one of these numbers by  
hitting it three times, BEFORE any  
scoring is possible.  
catches up in points and wins, or  
the opponent has closed all the  
numbers 15 – 20 and wins.  
NOTE: You may use the black  
and white side of the dartboard to  
create your own games.  
NOTE: Doubles within the num-  
bers count as two hits. Triples  
count as three hits.  
SAFETY INFORMATION  
• Be careful if there are people  
in the area during game to  
prevent injury.  
• Do not hang the dartboard or  
play near your valuable items.  
The outer bull counts as a single  
to open the BULL’S EYE. The in-  
ner bull counts as a double.  
Once a player opens a number,  
he also OWNS it. This means  
the player scores the indicated  
number (including double and  
triples of this number) whenever  
he or she hits it, until the other  
player also hits the number three  
times to CLOSE the number  
(doubles and triples count as an  
opening). Neither player earns  
points when landing anywhere on  
the number once that number has  
been closed.  
SPECIAL CARE  
AND HANDLING  
• Avoid rough handling such as  
bumping or dropping.  
• Clean using only a slightly  
damp cloth. Do not use cleaners  
with chemical agents.  
Each number must be opened be-  
fore any scoring on that number is  
possible. Numbers can be opened  
or closed in any order. CALLING  
or naming the number a player is  
shooting for is not required.  
A player wins when he opens ALL  
the 15 – 20 numbers first and is  
behind in points. The player must  
continue to score on any numbers  
the opponent has not closed. This  
goes on until either the player  
6
 
90-DAY LIMITED WARRANTY  
EXCALIBUR ELECTRONICS, INC.,  
warrants to the original customer that  
its products are free from any electrical  
or mechanical defects for a period of  
90 DAYS from the date of purchase.  
If any such defect is discovered within  
the warranty period, EXCALIBUR  
ELECTRONICS, INC., will repair or  
replace the unit free of charge upon  
receipt of the unit, shipped postage  
prepaid and insured to the factory  
address shown in this booklet. The  
warranty covers normal consumer  
use and does not cover damage that  
occurs in shipment or failure that  
results from alterations, accident,  
misuse, abuse, neglect, wear and tear,  
inadequate maintenance, commercial  
use, or unreasonable use of the unit.  
Removal of the top panel voids all war-  
ranties. This warranty does not cover  
cost of repairs made or attempted  
outside of the factory.  
Any applicable implied warranties,  
including warranties of merchantabil-  
ity and fitness, are hereby limited to  
90 DAYS from the date of purchase.  
Consequential or incidental damages  
resulting from a reach of any appli-  
cable express or implied warranties  
are hereby excluded. Some states do  
not allow limitation on the duration of  
implied warranties and do not allow  
exclusion of incidental or consequen-  
tial damages, so the above limitation  
and exclusions in these instances may  
not apply. The only authorized service  
center in the United States is:  
SHIPPING YOUR UNIT TO  
EXCALIBUR ELECTRONICS, INC.  
• Ship the unit carefully packed,  
preferably in the original carton, and  
send it prepaid and adequately  
insured.  
• Include a detailed letter with the  
following:  
o the specific complaint  
o your daytime telephone  
number  
o your address  
EXPIRED WARRANTY  
If your warranty has expired and you  
want an estimated fee for service,  
write to the above address, specifying  
the model and the problem.  
NOTE: Please do not send your unit  
without first receiving an estimate for  
servicing from EXCALIBUR  
ELECTRONICS, INC. Contact us  
before sending your unit. We cannot  
store your unit!  
Excalibur Electronics, Inc.  
13755 SW 119th Ave  
Miami, Florida 33186 USA  
305.477.8080  
305.477.9516 Fax  
Excalibur Electronics, Inc. reserves the right to make technical changes without  
notice in the interest of progress.  
7
 
13755 SW 119th Ave  
Miami, Florida 33186 USA  
305.477.8080  
305.477.9516 Fax  
Play games live at:  
SF34 (MA) Scarface Dartboard 090706 V4  
 

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