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Spokey ORCUS Handbuch Seite 7

Elektronische dart-scheibe
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  • DEUTSCH, seite 30
B+C:
SCORE CRICKET AND CUT-THROAT CRICKET:
 The score is displayed in the bottom row of the current player.
 The central sign alight indicates that the current player does not have darts in
the game.
 3 bottom signs show the current result.
NO-SCORE CRICKET, SCRAM (7t), PENNY:
-: 1 sign
=: 2 signs.
≡: 3 signs.
GENERAL RULES FOR PLAYING DARTS
 A round (a change) should consist of three throws (3x1 dart). A dart, that has
not hit the boars or has fallen of it, is considered a throw and the throw is not
to be repeated. After 3 throws the player should remove the darts from the
board.
GAMES LIST:
'01 game: 301, 501... up to 1001 (a01)
 Each player begins the game with an initial value of 301 points, 501 ... 901 or
1001. The aim of this game is to reduce the score in each round. If the player
reaches exactly zero, the game ends.
 The round is "burned" (buSt is displayed), if the player gets a higher score
than the remaining points to zero. This will cancel the current round and
restore the player's score to the value of the previous round.
 In each '01 game it is possible to set entry (IN) and exit (OUT) options:
VARIANTS:
1. DOUBLE IN/TRIPLE IN
The player has to hit the double score ring or the inner bull's eye to initiate
the game.
2. DOUBLE OUT/TRIPLE OUT
The player has to hit the double score ring or the outer bull's eye in order to
score 0 and finish the game. The round will be "burned" if the player's score
will be 1 point (1 or 2 points) below the double out.
Game: high score: 6-15 rounds
 The aim of this game is to get the highest score.
 First, the number of rounds needs to be set. The board will automatically
compare the scores when the last player throws the third dart in the final
round.
Game: count up: 100, 200... up to 900
 Each player begins the game with an initial value of 0 points and the results
obtained are added to their score after each classified throw.
 The player has to throw all the darts designated for one turn at a time before
the next player can proceed.
Game: random shoot: 6-15 rounds
 The aim of this game is to hit the automatically indicated segment. IF the
player hits the target value, they receive the following score:
SEGMENT
SINGLE
DOUBLE
POINTS
1
 The player with the highest score wins the game.
Game: under leader
 The aim of the game is to get, during a three-dart throw, a score that is equal
to or lower than the leader's score. Each player begins with 7 "lives" and the
last player "alive" wins the game.
 Your score is the new leading score and you do not lose your "life", if your
score after the round is equal to or lower than the score of the previous leader.
If it is not, you lose one "life".
 The previous leader has a right to re-score the result of the new leader and
does not lose any "lives", although the score of the new leader is higher than
the score of the previous leader.
 Each missed dart increases the score by 60 points.
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TRIPLE
E25
2
3
3
 The sign on the top left indicates that the player
has closed the game.
 The top sign alight indicates that the game has
been closed by all other players and the current
player cannot score more after it is closed.
 The players throw in a fixed order. To decide the order, each player makes
one throw. The player who has come the closest to the bull's eye begins.
 Hitting the single score field is scored with the result indicated on the side. Hitting
the double (or triple) score field doubles (or triples) the value. The outer bull's eye
values 25 points, while the inner bull's eye values 50 points (double 25 ).
VARIANT: Under Con
In this option, the leader also loses a life if they get a score that exceeds the
leader's score (in other words, their own score). The leader's score remains
at the lowest level. It can only be reduced.
Game: over leader
 The aim of the game is to get, during a three-dart throw, a score that is equal
to or higher than the leader's score.
 Each player begins with 7 "lives" and the last player "alive" wins the game.
 Your score is the new leading score and you do not lose your "life", if your
score after the round is equal to or higher than the score of the previous
leader. If it is not, you lose one "life".
 The previous leader has a right to re-score the result of the new leader and
does not lose any "lives", although the score of the new leader is lower than
the score of the previous leader.
VARIANT:
Over Con
In this option, the leader also loses a life if they get a score that is lower than the
leader's score (in other words, their own score). The leader's score remains at
the highest level. It can only be increased.
Game: count down
 Each player begins the game with a set value (from 100 to 900) and after each
throw the value is reduced by the score.
 The first player to score 0 or under 0 wins the game.
Game: clock 1: ---, -2-, -3-
The aim of this game is to hit successively the fields from 1 to 20 and finally the
bull's eye. As long as the player hits the successive field, they can keep on
throwing . The first player to hit the bull's eye wins the game.
VARIANTS:
"---": All double and triple score fields count as single ones.
"-2-": Each player has to hit the double score fields every time they throw.
E50
"-3-": Each player has to hit the triple score fields every time they throw.
5
Game: clock 2: ---, -2-, -3-
The aim of this game is to hit successively the numbers from 20 to 5 in the
clockwise direction, then the bull's eye. The successive numbers are: 20, 1, 18,
4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12, 5 and the bull's eye. As long
as the player hits the successive field, they can keep in throwing. The first player
to hit 5 and then the bull's eye wins the game.
Game:3-9lf lives: ---, -2-, -3-
 The aim of this game is to hit successively the numbers from 1 to 20, then the
bull's eye.
 Each player is supposed to hit the indicated field once in every round. They lose a
life, if they miss 3 times.
 The last player to stay "alive" is the winner.
Game: best ten: ---, -2-, -3-
 The aim of this game is to make 10 top throws in accordance with the
displayed numbers. First, select ---, -2-, -3- or -E-. The "---", "-2-, "-3-" symbols
indicate the whole segments, the double or triple score ring, which is
6
SCRAM 21:
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