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RULES OF PLAY

G01 – Count Down
This game counts down from the starting number (301 / 501 / ... / 999). The
three throws of each player are added together in each round and deducted
successively from the starting point number. The first player to reach exactly
0 wins the game. This means that the round that exceeds the required number
of points (to reach 0) is not counted. To make the game more difficult, the
DOUBLE function can be used. With this variant, the beginning and end of the
game are one challenge richer.
Double in: To start, the player must hit a double. No score will be counted
until this condition is met.
Double out: To win, the player must hit a double that reduces the score to
exactly zero. Reaching "1" or going past zero can be considered a BUST
and the score goes back to the previous score, and is given a hinted voice
"incorrect".
Double in/out: To win, the player must hit a double that reduces the score
to exactly zero. Reaching "1" or going past zero can be considered a BUST
and the score goes back to the previous score.
G02 – Count Down Team
This is a team play of the Count Down game, very popular among dart leagues.
There are al- ways 2 teams and 4 scores to track. Player 1 and Player 3 play
against Player 2 and Player 4. The game is played the same way as the G01
Count Down game. Any player reducing his/her score to exact zero first makes
his/her team a winner.
G03 – Count Up
The score of each player will be accumulated up from zero for each hit. The
first player with the highest score is the winner.
G04 – Standard Cricket (E00, E20, E25)
Only segments 15, 16, 17, 18, 19,20 and bullseye are in play. Each scoring
segment is "open'' when the segment is hit three times.
E00: The player can hit any segment of 15, 16, 17, 18, 19, 20 and bullseye.
There is no se- quence;
E20: The player must hit 20 three times first, then follow with 19, 18, 17,
16, 15 and bullseye in order;
E25:The player must hit the bullseye three times first, then follow with 15,
16, 17, 18, 19 and 20 in order.

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