Excalibur electronic Board Games PL26 User Manual

Users Guide for  
Corona Dart Board  
Model No.  
PL26  
 
Setting Up  
To use your Corona Dart  
line” (the official name for  
this line is the “oche,”  
rhyming with “jockey”),  
behind which a player has  
to throw, is marked at 7'  
91/4." For less formal com-  
petitions, you can approxi-  
mate these distances.  
Board, hang it on your wall,  
the back of your door or  
anywhere you want to play  
darts.  
In professional dart tour-  
naments, the board is hung  
so the bull’s eye is 5' 8"  
from the ground. The “toe  
3
 
The Rules of Darts  
You can play darts by  
yourself or against an oppo-  
nent. Two teams can also  
play against each other.  
outer ring of the bull’s eye  
is worth 25 points.  
Many different dart  
games can be played.  
Below are three of the most  
popular.  
Each player takes a turn  
throwing. A “turn” consists  
of three darts thrown in suc-  
cession. To determine who  
shoots first, a single dart  
can be thrown. The player  
landing closest to the bull’s  
eye shoots first.  
Rules  
for 301  
and 501  
The most popular dart  
games are called “301” and  
“501.” In both games, the  
basic principle is the sub-  
traction of your score from  
the initial score of either  
301 or 501, with the winner  
reducing his score to exact-  
ly zero. Here are the rules.  
The yellow and black  
side is used by most dart  
players and in tournaments.  
Landing a dart in any of  
the 20 numbered triangles  
earns the same number of  
points as that number.  
However, landing a dart in  
the doubles ring gives you  
double the points and land-  
ing a dart in the triples ring  
gives you triple the points.  
The center circle of the dart  
board is called the “bull’s  
eye.” It has an inner and  
outer ring. Landing a dart in  
the inner ring is worth 50  
points. Landing a dart in the  
Before any score is  
counted, the player must  
begin by hitting a double.  
(Any double will do.) That  
means the player must land  
a dart between the two yel-  
low lines on the outer  
perimeter of the board.  
Once a double has been  
thrown, that dart and all  
4
 
subsequent darts will count  
toward reducing the score  
to zero.  
would work. If you have an  
odd number left, then your  
first darts must reduce the  
score to an even number  
before you can throw a dou-  
ble. For instance, there is no  
possible double out from  
21, so a way to finish  
would be to throw a single-  
1 first, reducing the score to  
20. Then you can “go out”  
with the number 20 by  
throwing a double-10.  
The score is determined  
by subtracting the count of  
each dart from the initial  
score. Remember, the outer  
ring counts double, and the  
inner ring is worth triple  
points.  
The winner must reduce  
his or her score to exactly  
zero and must “double out”  
in the process—a double  
must be hit on the final  
throw. For example, if the  
player has 32 left to reach  
zero, he or she must hit dou-  
ble 16. If a single 16 is  
scored, then the player must  
hit double 8 to score zero,  
and so on. Naturally, a play-  
er must be left with an even  
number in order to set up  
the winning double attempt.  
If the player scores more  
than the exact score needed,  
that particular turn does not  
count. And the player’s  
score remains as it was  
prior to that turn. For ex-  
ample, if 16 is required and  
the player scores 17 (or  
totals 17 or more with his or  
her three darts), the score  
remains at 16. Likewise,  
since the final score must be  
a double, if 16 is totaled, the  
turn does not count and the  
score remains at 16. If 15 is  
totaled, the turn does not  
count either, since the play-  
er cannot double out on a  
single (one) score.  
This part of the game,  
known as “going out,” is the  
most difficult stage. If you  
have two points left, you  
must hit a double-1 to bring  
the score down to zero.  
From 18 points, a double-9  
5
 
Each number must be  
opened before 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.  
Rules for  
Cricket  
Cricket uses only the  
numbers 15-20 and the  
bull’s eye. Before any scor-  
ing is possible, a player  
must “open” one of these  
numbers by hitting it three  
times. (Doubles within the  
numbers count as two hits  
and triples as three hits. For  
the purpose of opening the  
bull’s eye, the outer bull  
counts as a single, and the  
inner bull counts as a dou-  
ble.)  
A player wins when he  
or she opens ALL the 15-20  
numbers first AND has the  
most points or is tied with  
his opponent.  
If a player has opened all  
the 15-20 numbers first and  
is behind in points, he or  
she must continue to score  
on any numbers the oppo-  
nent has not closed. This  
goes on until either the  
player catches up in points  
and wins, or the opponent  
has closed all the numbers  
15-20 and wins.  
Once one player opens a  
number, he also “owns” it.  
That player scores the indi-  
cated number (including  
doubles 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 in opening). Once  
the number is closed, nei-  
ther player earns points  
when landing anywhere on  
the number.  
6
 
90-Day Limited Warranty  
EXCALIBUR ELECTRONICS,  
INC., warrants to the original con-  
sumer 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 ELEC-  
TRONICS, INC., will repair or  
replace the unit free of charge upon  
receipt of the unit, shipped postage  
prepaid and insured to the factory  
address show at right.  
not allow exclusion of incidental or  
consequential damages, so the  
above limitations and exclusions in  
these instances may not apply.  
The only authorized service center  
in the United States is:  
Excalibur Electronics, Inc.  
th  
13755 S.W. 119 Avenue  
Miami, FL 33186 U.S.A.  
Phone: (305) 477-8080  
Fax: (305) 477-9516  
The warranty covers normal  
consumer use and does not cover  
damage that occurs in shipment or  
failure that results from alterations,  
accident, misuse, neglect, wear and  
tear, inadequate maintenance, com-  
mercial use, or unreasonable use of  
the unit. Removal of the top panel  
voids all warranties. This warranty  
does not cover cost of repairs made  
or attempted outside of the factory.  
Ship the unit carefully packed,  
preferably in the original carton,  
and send it prepaid, and adequately  
insured. Include a letter, detailing  
the complaint and including your  
daytime telephone number, inside  
the shipping carton.  
If your warranty had expired and  
you want an estimated fee for serv-  
ice, write to the above address,  
specifying the model and the prob-  
lem.  
Any applicable implied war-  
ranties, including warranties of  
merchantability and fitness, are  
hereby limited to 90 DAYS from  
PLEASE DO NOT SEND  
YOUR UNIT WITHOUT  
RECEIVING AN ESTIMATE  
FOR SERVICING.  
the  
date  
of  
purchase.  
Consequential or incidental  
damages resulting from a breach  
of  
any  
applicable  
WE CANNOT STORE  
YOUR UNIT!  
express or implied war-  
ranties are hereby  
excluded. Some states  
do not allow limita-  
tions on the dura-  
tion of implied  
warranties and do  
7
 
EXCALIBUR ELECTRONICS, INC.  
13755 SW 119TH AVENUE  
MIAMI, FLORIDA 33186 U.S.A.  
PHONE: 305.477.8080  
FAX: 305.477.9516  
Play games  
live at:  
PL26 (MA) CoronaDarts 072406 V3  
 

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