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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