Item # 20-1002

ELECTRONIC DARTBOARD

CRICKET ACE 200

If you have any problems with your new product, DO NOT RETURN IT TO THE STORE! Please contact us at 1-866-815-4173, or e-mail us at [email protected] 90-Day TSU Game Warranty All TSU games have a 90-days from date of purchase warranty. This warrants the retail purchaser for any TSU games purchased to be free from any defects in materials and construction for 90 days from the date of purchase. 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 warranty.

If you have any problems with your new product DO NOT RETURN IT TO THE STORE. Please contact us at 1-866-815-4173 or email us at [email protected].

Triumph Sports USA Aurora, IL 60504 www.triumphsportsusa.com ©2010 Triumph Sports USA. All Rights Reserved.

WARNING: THIS IS NOT A CHILD'S TOY. ADULT SUPERVISION IS REQUIRED FOR CHILDREN PLAYING . CONTAINS SMALL PARTS THAT ARE NOT APPROPRIATE FOR CHILDREN UNDER 3 YEARS OLD. PLEASE READ INSTRUCTIONS CAREFULLY. PROPER USE OF DARTS CAN PREVENT DAMAGE OR INJURY.

Requires 3 – AA batteries. Batteries not included.

MOUNTING INSTRUCTIONS

Fasten the board to a wall or similar surface so the center of the bull’s-eye is 5 ft. 8 in. from the floor.

Measure 3.23in. from the center point to the right to mark your right screw hole. Do the same for the left. (NOTE: You should have approx. 7.43 in. between the screw holes and the bull’s-eye.)

Drill pilot holes where you have marked, and mount the dartboard using the mounting screws provided.

The throwing distance should be 7ft.9-1/4in. from the front of the board, measured horizontally.

The throw line should be a minimum of 18in.long. CARING FOR YOUR DARTBOARD

This dartboard is designed for soft-tip darts only. Steel tip darts will cause permanent damage to the board.

The recommended maximum weight of a soft-tip dart is 16 grams. Do not use excessive force when throwing darts.

To reduce bounce-outs, use the same type of soft-tip darts that are provided in this package. Long tips break or bend easily and are not recommended for electronic dartboards.

Do not store this dartboard where it can be exposed to weather or extreme temperatures. Keep the dartboard away from liquids or excessive moisture. Use only a damp cloth and/or mild detergent to clean the board.

Remove the batteries when the board is not in use or if using the optional A/C adapter. This will prolong the life of your batteries.

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.

3. Dart removal: Apply a gentle twist to the right while pulling out a dart.

SETTING UP YOUR NEW DARTBOARD

GAME: Press the Game button to select one of the game groups. The game code will appear on the display.

OPTION: Press the OPTION button to select game options within the group. Refer to the Game Selection and Handicapping List for available games.

PLAYER: Press the PLAYER button to select the number of players (1, 2, 4).

START: When you are done setting up your game, press the START/RESET button to activate the game and begin play. If you wish to pause the game during game play, press the START/RESET button. Press START/RESET again to re-join the game in progress. Game Selection and Handicapping List

GAME OPTION HANDICAP Group Code Dart Game Range Step rcL Round the Clock 105,110, 115, 120 1 to 5, 1 to 10, 1 to Single/Double/Triple 15, 1 to 20 205, 210, 215, 220 1 to 5, 1 to 10, 1 to Double 15, 1 to 20 RCL 305, 310, 315, 320 1 to 5, 1 to 10, 1 to Triple 15, 1 to 20 5, 7, 9, 11, 13, 15, 17, S-o Shoot-Out add 2 points 19, 21 SHi Shanghai 101, 105, 110, 115 HAL Halve-It 12 100 Count Up 100 0 to 100 points add 100 points 200 Count Up 200 0 to 200 points add 100 points 300 Count Up 300 0 to 300 points add 100 points 400 Count Up 400 0 to 400 points add 100 points 500 Count Up 500 0 to 500 points add 100 points CUP 600 Count Up 600 0 to 600 points add 100 points 700 Count Up 700 0 to 700 points add 100 points 800 Count Up 800 0 to 800 points add 100 points 900 Count Up 900 0 to 900 points add 100 points 1000 Count Up 1000 0 to 1000 points add 100 points HiS High Score 3 to 14 add 1 point orS Overs 3, 5, 7, 9, 11, 13, 15, 17, ORS Und Unders add 2 points 19, 21 biG Big-6 cri - (Standard) 0, 20, 25 (see Note) noc No Score Cricket 0, 20, 25 (see Note) CUt Cut Throat Cricket 0, 20, 25 (see Note) CRI PUP Killer Cricket 0, 20, 25 (see Note) LPc Low Pitch Cricket 0, 20, 25 (see Note) Enc English Cricket CL2 Color 100, 200, 300, 400, 500 add 100 points bc2 Bonus Color 100, 200, 300, 400, 500 add 100 points Color CC2 Correctional Color 100, 200, 300, 400, 500 add 100 points NC2 No Color 3 to 7 marks add 1 point Fdc Free-Dart Color 5, 10, 15, 20 add 5 points S-1 S-1 Shooting I S-2 Shooting II S-3 Shooting III S-4 Shooting IV FOR For Forty One ddn Double Down PLAYING THE GAME 1. Player’s turns are indicated on the board by P1, P2, up to P8. Each player is entitled to 3 darts per turn. The three small marks above the score on the display show the remaining throws for the current turn.

2. This dartboard can track scores and reveal the targets automatically. Single, double, or triple is marked with a square light.

• Single = lower square • Double = upper square • Triple = both squares and 3 bars • Single bull’s-eye indicated by its points value (25)

3. Wait for the board to sound the signal before throwing darts.

4. At the end of a player’s turn, the board is automatically on hold. Remove the darts and then press the PLAYER button to advance the game.

5. The game ends when the winner is determined or all players have completed their final turns. Use the PLAYER button or the SCORE button to view each player’s finishing placement and final score.

GAME INSTRUCTIONS

ROUND THE CLOCK (WITH OPTIONS OF 105, 110, 115, 120, 205, 210, 215, 220, 305, 310, 315, 320) Players try to hit the numbers from (depending on the game chosen) 1 to 5, 1 to 10, 1 to 15, or 1 to 20, in order. The game advances for shooting the next number when the previous number is hit. The player who reaches and hits the final number first is the winner.

SHOOT-OUT (with options of 5, 7, 9, 11, 13, 15, 17, 19, 21) The dartboard computer randomly picks the target. The player has 10 seconds to throw the dart. A hit on the target counts as 1 point; doubles and triples are treated the same as a single. The board will flash a warning signal after 7 seconds have passed without a hit. If 10 seconds pass without a hit, the turn is considered to be a miss. The target will be renewed after each throw. The player to accumulate 15 points first is the winner.

SHANGHAI (with options of 101, 105, 110, 115) This game is similar to Round-the-Clock except that scores are accumulated and the game is limited to 7 rounds, or 21 throws. Players begin shooting at the number 1 and progress toward 20 and bull’s- eye. No hit will be counted when a hit is out of numbering sequence. A hit on a double or triple is counted as 2x or 3x the number. For example, a hit on a double-3 counts as 2x3=6 points. The player who accumulates the most points at the end of the 7th round wins.

HALVE-IT Players start the game by shooting for the number 12, then 13, 14, any doubles, 15, 16, 17, any triples, 18, 19, 20, and bull’s-eye. Each player throws three darts at the same number, and then progresses to the next number in the next round. A hit on a double or triple counts as 2x or 3x the points. If a player misses all three throws on a specific target in a round, his or her score will be cut in half. For example, if a player has a score of 76 after two turns and then misses the next number with all three darts, the player’s score is cut in half, equaling 38. The player with the most points at the end of the game is the winner.

COUNT-UP (with options of 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000) The objective of this game is to beat the other players by being the first to reach a pre- score. The available pre-set scores are 200, 400, 600, 800 and 1000. Each player should try to score as high as possible during each turn. The final total score can be more than the pre-set score.

HIGH SCORE The player to accumulate the highest total score after 7 rounds wins.

OVERS (with options of 3, 5, 7, 9, 11, 13, 15, 17, 19, 21) Each player should try to score higher than or equal to the previous highest score made in a turn. When a player scores less than the previous three-dart high score, one “life” is taken away from that player. Each player starts with three lives. However, handicapping can extend a player’s lives up to 7. The last player with a “life” left is the winner.

UNDERS (with options of 3, 5, 7, 9, 11, 13, 15, 17, 19, 21) The objective of this game is to beat the lowest three-dart total score. When a player’s three-dart total is higher than the record lowest three-dart score, one “life” is taken away. Any pass of a throw, hit outside the scoring area, or discarded bounce-out dart is penalized with 60 points (3x20, the highest possible one-dart score). The last player who has a “life” left is the winner.

BIG-6 (with options of 3, 5, 7, 9, 11, 13, 15, 17, 19, 21) Each player should attempt to earn the chance of picking the target for the next round by being first to hit the current target. Single-6 is the first target for the game. Within three throws, a player must hit the target once to save his or her lives. If the player hits the target on the first or second throw of the turn, he or she can select the next target with the third throw of his or her turn. Singles, doubles, and triples are all considered to be different targets. Players should select the most difficult target for opponents to hit, such as “triple 20” or “double bull’s-eye.” The last player with a “life” left is the winner.

CRICKET – (STANDARD) (with options of 0, 20, 25) Cricket allows players to utilize offensive or defensive strategies by allowing them to attempt to increase the score or block other players from scoring. The game is played with the numbers 15 through 20 and bull’s-eye. Each player must mark a number three times to CLOSE it. A hit of a single number counts as one mark, a double counts as two marks, and a triple counts as three marks. After a number as closed, additional “markings” are converted in to scores equal to the hit. However, when a number is closed by all players (ALL CLOSED), scores do not accumulate when the number is hit. The winner is the player who closes all of the numbers first and has the highest score. If the scores are even, the player who has closed all the numbers first is the winner.

This game can be played with the requirement that the numbers be closed in a specific order. Use the HANDICAP function to choose these variations, e.g., playing “20 to 15 then Bull” or “Bull then 15 up to 20.” Players must then close the numbers in the chosen set sequence. See the DESCRIPTION section for special notes on the Cricket display. NO SCORE CRICKET (with options of 0, 20, 25) In this simplified version of Cricket, the objective is to close all the numbers as soon as possible. No score is added for a hit on a closed number. Once a number is hit three times, players should move on to other targets. The player who first registers all three hits on all of the numbers is the winner.

CUT THROAT CRICKET (with options of 0, 20, 25) This reverse Cricket is most commonly played with three players. Two players may strategize against another player, then turn against each other, and so on.

After a number is closed, hits are added to opponents’ scores, with the highest accumulated score being the losing score. No score will be added to a player who has the number already closed. The winning player is the one with the lowest score and who has closed all the numbers first. If a player has closed all the numbers but has a higher score than another player, he or she must keep throwing to bring opponents’ scores over or equal to his or her score. The best strategy for this game is to close all numbers as soon as possible to block the other players from giving you points while giving you the chance to penalize others.

KILLER CRICKET (with options of 0, 20, 25) When a number is closed in this game, the player has the chance to eliminate his opponents’ markings by hitting the same number again. However, if the opponent also has the number closed, no marks can be taken away from that player. Note that instead of turning on a light, each positive mark will turn off a light on the display. The player who closes all of the numbers first is the winner.

For example: For number 19, Player 1 has one hit (one light off), Player 2 has two hits (two lights off), and Player 3 has number 19 closed (three lights off). Player 4 then hits a triple 19, allowing him to close number 19. Player 4 then hits number 19 again, forcing one light back on number 19 for Players 1 and 2, while Player 3 is not affected. Players 1 and 2 are now one hit farther away from closing number 19 than they were when Player 4 began his turn.

LOW PITCH CRICKET (with options of 0, 20, 25) Players must close numbers 1, 2, 3, 4, 5, 6, and bull’s-eye. All other standard Cricket rules apply.

ENGLISH CRICKET (for 2 players only) This game is another variation of Cricket. The game consists of two rounds. The players have a different objective in each round. During the first round, player 2 attempts to throw bullseyes - with the objective of needing 9 to complete round 1. Double bull counts as 2 scores. Any throw that does not hit is credited to player 1's point total. For example, if player 2 throws a 20, a single bullseye, and a 7 during his/her turn, player 2 will have one bullseye subtracted from the 9 needed, and 27 points will be credited to player 1's point total.

Meanwhile, player 1 attempts to score as many points as possible during the first round. Doubles and triples count 2x and 3x their respective values. However, to score points, player 1 must score over 40 points in each turn (3 throws) to amass points against player 2. Only those points over 40 are counted toward the cumulative score. Player 1 must also exhibit precision dart throwing and avoid hitting any bullseyes during this first round because any hits scored by player 1 in the bullseye area will be subtracted from player 2's needed total of 9 bullseyes. Once player 2 reaches the objective of getting 9 bullseyes, the roles are reversed for round two. COLOR (with options of 100, 200, 300, 400, 500) Each player begins this game by throwing one dart to determine at which block/color (#20 color or #1 color) he or she will shoot. If a player hits the bull’s-eye with this throw, he or she must throw again to determine the color. Each player will then try to hit his or her color target in order to add up his or her total score (to be decided upon and set up in the Game Options before starting the game). Total score options are 100, 200, 300, 400, or 500. If a player hits an opponent’s color, then the mark does not count. Hitting a bull’s-eye counts towards a player’s total score. The first player to reach the pre-set score wins.

BONUS COLOR (with options of 100, 200, 300, 400, 500) If a player hits an opponent’s color, the opponent gets the points.

CORRECTIONAL COLOR (with options of 100, 200, 300, 400, 500) If a player hits an opponent’s color, the points are deducted from that player’s total score.

NO SCORE COLOR (with options 3 to 7 marks) Each player tries to hit his or her color target to mark one point. The total score must be decided upon and set up in the Game Options before starting the game, choosing 3, 4, 5, 6, or 7 total marks. If a player hits an opponent’s color, one mark is removed from that player’s total score and the player loses his or turn. The bull’s-eye counts towards a player’s total score. The winner is the only player with marks remaining when all others have zero marks.

FREE-DART COLOR (with options of 5, 10, 15, 20) Each player tries to hit his or her color target to gain the highest possible score. The total number of darts to be thrown must be decided upon and set up in the Game Options before starting the game, choosing 5, 10, 15, or 20 total darts. If a player hits an opponent’s color, it does not count towards his or her total score. The bull’s-eye does count towards a player’s total score. The player with the highest total points after all the darts are thrown is the winner.

SHOOTING I Each player throws three darts. The player with the highest three-dart total wins that round. The game is played until one player wins 7 rounds.

SHOOTING II Each player throws three darts. Only darts that land in the single, double, or triple areas of numbers 15, 16, 17, 18, 19, 20, and bull’s-eye count towards the score. The game is played until one player wins 7 rounds.

SHOOTING III This game is played like Shooting II. The game lasts seven rounds, but the winner is the first player to win four rounds.

SHOOTING IV This game is played like Shooting I. Only darts that land in the single, double, or triple areas of numbers 15, 16, 17, 18, 19, 20, and bull’s-eye count towards the score. The game lasts seven rounds, but the winner is the first player to win four rounds.

FORTY ONE This game is the same as Double Down except the sequence is reversed from 20 to 15. An additional round of 41 points is included before the bull’s eye, and a player must get through this challenge before turning to the last round. Play would then go 20, 19, Double, 18, 17, Triple, 16, 15, “41” and bull’s eye.

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. In round 1, players must throw for 15. If no 15s are hit, the player’s score is cut in half. If some 15s are hit, each 15 (doubles and triples count) is added to the starting score. In round 2, players throw for 16 and hits are added to the score while if no hits are made, the point total is cut in half. The chart below indicates which the numbers the players are to shoot for in each round. The player who completes the game with the highest score is the winner.

TROUBLESHOOTING No Power Check to see that batteries and/or the adapter is installed properly.

Game Will Not Score Is the game in setup mode, on hold, or checking the score? Any of these will cause the game to pause. Push the START/HOLD button to see if the game will restart. If the game does not restart, push the SCORE button until a “beep” sounds. This should restart the game. In addition, you may want to ensure that any scoring segments or function buttons are not stuck.

Stuck Segment or Button Scoring segments can become stuck during shipping or in the course of normal play. If a segment or button is stuck, all automated scoring functions will stop. A warning signal will sound and the display will flash indicating the stuck number segment. Gently remove the dart or wiggle the segment to release it. The game should then resume and scoring functions should return.

A stuck function button will result in a frozen dartboard. The flashing display will show “-F-“ and a warning will sound. Apply the same technique as described above to free the stuck button.

Removing Broken Tips Plastic tips are safer for play but may not be as durable. If a tip breaks and remains in the board, attempt to gently pull it out with pliers. If a short broken tip sticks flush with the segment surface push it through the hole into the board. Soft tips will not damage the circuit behind the segment. We recommend using an intact soft tip to push the broken tip through; do NOT use a pointed metal object of any kind. This can push the stuck tip too deeply into the board and cause damage.

Power or Electro-magnetic Power outages or electromagnetic interference can cause erratic performance or failure of the dartboard. This can be caused by a heavy thunderstorm, a power line surge, a rolling power outage, or close proximity to an electric motor or microwave. To restore the game’s normal operation, remove the batteries for several seconds and then reinstall. Attempt to remove the source of interference, if possible. DESCRIPTIONS Single: score number shown Double ring: score number shown x 2 Triple ring: score number shown x 3 Bullseye: Outer bull, 25 points; center double-bull, 50 points Catch-ring: catches missed dart, no score

Double ring

Bull

Bullseye

Triple ring

Catch-ring

Single

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