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Karella CB-25 Bedienungsanleitung Seite 28

Dartautomat
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The player with the most runs at the end of the game is the winner.
G72 = Game 72 = STEEPLECHASE
The goal of this game is to be the first to complete the "race" by finishing your "track" first. The track starts at Seg-
ment 20 and proceeds clockwise around the board to Segment 5, ending with a bullseye. Sounds easy? Well,
there's one catch: you must hit the inner single segment of each number to progress along the track. That's the
area between the bullseye and the triple ring. Just like in a real obstacle race, you'll need to overcome obstacles
(hurdles) along the way. These four hurdles are found in the following segments:
1. Hurdle Triple 13
2. Hurdle Triple 17
3. Hurdle Triple 8
4. Hurdle Triple 5
The first player to complete the course and hit the bullseye wins the race.
G3 = Game 73 = SHOVE A PENNY
In this game, only the numbers 15 to 20 and the Bullseye are used. Single segments are worth 1 point, double
segments are worth 2 points, and triple segments are worth 3 points. Each player must throw on the numbers
one by one, with the goal of scoring 3 points for each segment to progress to the next one. If a player scores
more than 3 points on any segment, the extra points are passed on to the next player. The first player to score
3 points in all segments (15 - 20) is the winner.
G74 = Game 74 = NINE-DART CENTURY
In this game, the objective is to try to score 100 points or get as close as possible to that number with 3 rounds
(9 darts). Double and triple segments count as double and triple their respective values. If a player scores more
than 100 points, it's considered a "Bust," and they lose the round, unless all players go over 100 points. In that
case, the player closest to 100 points wins.
G75 = Game 75 = BLUE AGAINST RED (3 Players only)
This game is a race around the board where the goal is to hit the most double and triple segments. Player 1 is
"blue," and Player 2 is "red." Player 1 only throws at blue double and triple segments while moving clockwise
around the board. Player 2 starts at 20 and moves counterclockwise, throwing only at the red segments (the
display will also indicate the next segment to be thrown at). Note: In one round, a maximum of one double and
one triple segment of the same segment number can be hit. Also, hitting the wrong number (the opponent's
color) deducts that score from your point total – so be careful! The player with the most points at the end of the
game is the winner.
G76-78 = Game 76-78 = BIG SIX (3 variants)
This game allows players to dictate the target for their opponents. However, players must earn the chance to
choose the target by hitting the current target. The first target is Single 6. Before the game begins, players must
agree on how many "lives" each player has. Within three throws, Player 1 must hit a "6" to save their life. After
hitting this target, the next dart determines the opponent's target. If Player 1 fails to hit the target, they lose a
life and the opportunity to choose the next target. Player 2 must then attempt to hit the "6," and so on. Single,
Double, and Triple segments are considered separate target segments in this game. The goal is to choose target
segments that are difficult for the opponent to hit (e.g., "Double Bull's Eye" or "Triple 20"), causing them to lose
their "lives." The player who is the last one with remaining "lives" wins.
G79-82 = Game 79-82 = HORSESHOES (4 variants)
In this game for 2 players, only the 20 segments and the 3 segments, representing the two horseshoes, are
used. Player 1 aims for the 20 segments, and Player 2 aims for the 3 segments. Points are counted per round.
The player who reaches 15 points first is the winner. The point scoring in HORSESHOES is as follows:
Triple segment: 3 points
Double segment: 2 points
8089.01 Karella Dartautomat CB-25
28

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