Viper 42-0003 GLD Ion Illuminated Electronic Dartboard

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User Manual

This is the main product document for model 42-0003.

The file format is pdf, 56 pages, you can download this manual here .

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Ion Dartboard
Item 42-0003
ION LIGHT UP
ELECTRONIC DARTBOARD
Replacement Parts
Order direct at www.gldproducts.com
or call our Customer Service department at
(800) 225-7593
8 am to 4:30 pm Central Standard Time
Publication 42-0003
October 2017 UPC Code 7-19265-55694-7
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GLD Products Ion Dartboard
Item 42-0003
Staple your receipt here.
Important: A copy of your receipt will be needed to activate your warranty (see page 48).
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GLD Products Ion Dartboard
Item 42-0003
Congratulations and THANK YOU for purchasing the
Ion Light Up Dartboard. You have chosen a product
that should provide years of entertainment. To assist
you with customer service and warranty claims, staple
your receipt to the inside cover, then keep this manual
in a safe place for future reference.
GLD Products
S84 W19093 Enterprise Drive
M
uskego, WI 53150 USA
1-800-225-7593
Fax: 1-800-841-6944
Email: gld@gldmfg.com
Web: www.gldproducts.com
3
1-800-225-7593
www.gldproducts.com
Es un Manual de Español por favor visite GLD sitio web para descargar.
This manual may have been updated. For the latest manual or a manual in Spanish, visit
the GLD products website.
Place your package near the location where it will be used. Carefully unpack
all components and verify you have all the correct pieces.
If you notice missing or defective parts, please call us at:
1-800-225-7593
Please read and understand all instructions before beginning assembly.
This assembly will require 2 adults.
Choking Hazard
This game has small parts that may break free and present a choking
hazard. Children should be supervised by an adult when playing this game.
SEIZURES
SOME PEOPLE MAY HAVE SEIZURES TRIGGERED BY LIGHT
FLASHES OR PATTERNS IN ELECTRONIC GAMES.
STOP PLAYING IF YOU EXPERIENCE ALTERED VISION, MUSCLE OR
EYE TWITCHING, LOSS OF AWARENESS OR DISORIENTATION.
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IF YOU HAVE A WARRANTY CLAIM, CALL US FIRST:
Please refer to page 48.
GLD Products
Available 8 am to 4:30 pm Central Standard Time
S84 W19093 Enterprise Drive
Muskego, WI 53150 USA
1-800-225-7593
Fax: 1-800-841-6944
Email: gld@gldmfg.com
Web: www.gldproducts.com
For all claims, please have your receipt and item number when you call. The product
item number can be found on the front cover.
If you are instructed to return the product for service, you are responsible for
shipping the unit at your expense.
PRODUCT REGISTRATION
Important: The product registration form on page 49 and a copy of your receipt
must be completed and returned within 10 days of purchase to validate your
warranty.
Online registration is also available. Go to http://gldproducts.com/warranty-information or
click on this link. Follow the online instructions.
WARNING: Parents - Please read instructions carefully. Not for
use by children without adult supervision.
Thank you for purchasing the Ion Dartboard. The computerized scoring system makes
game playing easy and enjoyable. With 48 games to choose from, beginners and more
advanced players will ! nd challenging games to suit them.
TOOLS REQUIRED
Tape measure
Nail or marker
Phillips screwdriver
Level
Mounting hardware (provided)
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UNPACKING THE GAME
After unpacking the game, it is important to save the original box, all packing material, and
the receipt. These items will be needed if it ever proves necessary to return the game for
service.
MOUNTING (PHYSICAL INSTALLATION)
Two methods for mounting the dartboard are available.
1. Use the keyhole slots on the backside of the dartboard. Follow the illustration and mount
the dartboard. The two screws are screwed into the wall until the screw head is 3/8"
away from the wall. The dartboard is positioned so the two screw heads are inside the
keyhole. Slide the dartboard down to secure. The head of the screw that is used must
be larger than 1/4" and smaller than 3/8".
2. Four equally spaced holes are accessible from the front to drive in screws. With the
dartboard held in place, four screws are driven in from the front, through the existing
holes. Use 1/8" diameter screws. The head of the screw must ! t inside the pocket.
Wall Anchors
A wall with studs is the most common type of wall to mount the dartboard.
1. Locate a stud and use wood screws or sheet metal type screws to secure the dartboard.
2. If a stud cannot be located or is not in the proper location, use an anchor that is suitable
for the type of wall.
Some common anchors are:
Plastic - Drill a snug hole in drywall and push the anchor in up
to the head. When the screw is screwed into the anchor, the
plastic will expand, locking the anchor in place. Do not use on
thin panelling.
Toggle Bolt - Drill hole through wall. Hole must be large
enough for the wings to pass through. Insert screw through the
holes in the dartboard and thread the toggle wings just onto
the screw. Fold the wings back and push through the hole until
the wings spring open. Pull back on the screw to hold wings
against the inside of the wall and tighten screw.
Hollow wall anchor - Drill a snug hole through the wall. Tap
anchor into the hole until the prongs on the underside of the
head are seated securely into the wall. Turn screw in and
apply pressure to keep the anchor head from turning. Tighten
screw until resistance is felt. Do not over tighten. Turn screw
out to remove. Anchor will stay and screw can be replaced.
Other methods are available. Consult a hardware store if questions arise.
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Mounting Using the Keyhole Slots
Refer to the illustrations on the following pages.
1. Choose a location that is near an electrical outlet and has at least 10 feet of open ! oor
space in front of the board. Locate and use a wall stud for mounting whenever possible.
2. Locate studs and use wood screws or sheet metal screws to secure the dartboard if the
mark is on the stud. The head of the screw must be smaller than 3/8" and larger than 1/4".
3. Determine the location for the dartboard. Place a mark on the wall 68 inches (172.7 cm)
from the ! oor. This mark is the # nal position of the center of the dartboard (bullseye).
4. If the mark is not over a stud, use the mounting hardware that came with your
dartboard.
5. Measure 8-5/8" (21.9 cm) directly up from the bullseye mark and place a mark on the
wall. Then measure down 8-5/8" (21.9 cm) from the bullseye mark and place a mark on
the wall. Use a level to check that all marks are vertical.
6. Drill pilot holes at the two marks. These are for the mounting screws.
7. If using wall anchors, follow the instructions under Wall Anchors on page 5.
8. Insert screws into anchors until a 1/4" (6.5 mm) gap is left between the wall and the
screw head.
9. Hold the dartboard so the two screw heads # t into the lower part of the keyholes. The
dartboard should slide down 1/2 inch and the screw heads will hold it on the wall.
10. Screws can be tightened or loosened to provide a secure mounting.
Mounting Using the Four Holes From the Front
Refer to the illustrations on the following pages.
1. Choose a location that is near an electrical outlet and has at least 10 feet of open ! oor
space in front of the board. Locate and use a wall stud for mounting whenever possible.
2. Two people are needed for this step. Hold board on the wall. Position center of bullseye
68" from the ! oor. Level the board. Hold in place.
3. Locate the four mounting holes on the front of the board. Use a marker or nail to mark
the position of the board through the four mounting holes onto the wall. Remove the
board.
4. Drill four pilot holes on the marks created in Step 3.
5. If using plastic anchors: drill the holes so the anchors # t snugly. Push anchors into
place.
6. Line up dartboard over anchors. Screw board into place. The screws will expand the
anchors.
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Create the Toe Line
Place a toe line 96" from the face of the board for the throwing distance. Adhesive tape or
masking tape, 2' long by 2-1/2" wide, may be used. GLD products offers a Viper Throwing
Line and a Dart Mat for this purpose. Refer to the parts order form (page 51) at the back of
this manual.
Center of Bullseye
Throwing or
Toe Line
12.5"
6.25" 6.25"
6.25"
6.25"
8.625"
8.625"
17.25"
68"
To Floor
Bullseye
Keyhole Slots
6.25"
6.25"
Screw head diameter
must be larger than 1/4"
and smaller than 3/8"
Mounting holes viewed from back
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Four holes for front
mounting. Use #10 screw,
5/16" max. head diameter.
POWER INSTALLATION
The dartboard is designed to be powered by 3 AA batteries (not provided) or by an AC to
5V DC, 1000 milliamp (minimum) adapter, with the DC plug polarity con! gured as positive
(+) outside, and negative (-) center. To connect the adapter, plug the DC plug into the DC
power jack on the dartboard and the AC plug into an electrical outlet.
Always install the correct size and grade of battery suitable for the intended use.
Replace all batteries of a set at the same time, taking care not to mix old and new
ones, or batteries of different types.
Clean the battery contacts and also those of the device prior to battery installation.
Ensure the batteries are installed correctly with regard to polarity (+and -).
Remove batteries from equipment which is not to be used for an extended period
of time.
Remove used batteries promptly.
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If batteries are installed when the external power supply is plugged in, the dartboard turns
off. To turn the dartboard back on, remove the batteries and the power cord. Plug either the
power cord OR the batteries into the dartboard.
CAUTION: The power adapter is not a battery charging device.
Do not plug in the power adapter when the dartboard is
turned on.
Remove all the batteries before plugging in the power
supply.
1. The board is not intended for children under the age of 12 years old.
2. The board must only be used with the recommended transformer.
3. The transformer is not a toy.
4. Disconnect the dartboard from the transformer before cleaning.
PROTECTIVE FILM
This electronic dartboard has a clear protective ! lm over the entire display and button
area to prevent scratching during shipping. It is recommended that you remove this ! lm for
easier reading of the display. To remove, simply lift edge, peel off and discard.
WARNING: Not for use by children without adult supervision.
Darts are not toys and may cause injury if used
improperly. Everyone must stand behind the dart
thrower.
IMPORTANT NOTES
1. During shipping or in the course of normal play, it is possible for scoring segments of this
board to become temporarily jammed, resulting in a “frozen” board. If this occurs, the built-
in Self Diagnostic Function of the e-BOARD Computer will be activated automatically.
Your dartboard will run a self-test routine to determine which segment is stuck. An error
message will " ash on the display together with the number for the “Frozen” segment.
a. Find the “frozen” segment according to the display.
b. Press ! rmly down on the “frozen” segment until it breaks free and the loose ! t is
restored. Once the “frozen” segments are loosened, the error message should be
gone and the board will continue to operate normally.
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2. This game is designed for use with 1" maximum length soft-tip darts only! Never use metal
tipped darts or longer soft-tip darts on this dartboard! Metal tipped darts will seriously
damage the circuitry, the e-BOARD computer, and electronic operation of the dartboard.
3. Electronic and mechanical reaction time is required between shots. If two shots occur
too close together, pull out second dart and rethrow to properly record your score.
4. If using an AC adapter, it must be 5V DC 1000 milliamp. The plug polarity is con# gured
as positive (+) outside, and negative (-) center. Using the wrong adapter may cause
electrical shock and damage to the unit.
5. Do not use excessive force when throwing darts. Throwing a dart too hard will cause
frequent tip breakage and cause excessive wear on the board.
6. Do not spill liquids on the dartboard. Do not use spray cleaners that contain ammonia or
other harsh chemicals, as they may damage the dartboard. Instead, we suggest regular
dusting with a damp cloth. Make sure the game is unplugged and use a mild detergent
and a damp cloth for more vigorous cleaning.
7. This game is for indoor use only.
Helpful Tip: To prevent dart tips from loosening,
twist the dart to the right (clockwise when pulling it
from the board. This motion will make dart removal
easier and will prolong the life of your dart tips.
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Battery
Compartment
On/Off
Volume
Control
Handicap/
Quick Cricket
Enter
Up
Down
Bounce
Out
Miss/
Reset
Next
Player
Standard
Cricket
Display
Segment Scoring Scoring Rules
Single scoring segment score times 1
Double
Outer Single
Triple
Inner Single
Single Bullseye
Double Bullseye
Double scoring segment score times 2
Triple scoring segment score times 3
Outer bullseye 25 times 1
Center bullseye 25 times 2
QUICK START - IF YOU JUST WANT TO START THROWING DARTS
1. Turn game on by pressing the ON/OFF button.
2. Press the HANDICAP/QUICK CRICKET button.
Note: The default game is G13 Cricket with 1 player, and single bull.
3. Press the ENTER button. This will select G13 with option COO.
4. Press the ENTER button again to get to number of players. 1P (single player) is
displayed.
5. Use the UP or DOWN buttons if you would like to change the number of players.
6. Press the ENTER button and single bull will be displayed.
7. Press the ENTER button to start the game.
8. Take turns throwing darts. When a players score reaches exactly 0 they are the winner.
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DARTBOARD GAME MENU
Game Name Display No. of player No. of options
G01 301 301 1-8 6/12
G02 501 501 1-8 6/12
G03 601 601 1-8 6/12
G04 701 701 1-8 6/12
G05 801 801 1-8 6/12
G06 901 901 1-8 6/12
G07 301 League C31 2-8 6/12
G08 501 League C51 2-8 6/12
G09 601 League C61 2-8 6/12
G10 701 League C71 2-8 6/12
G11 801 League C81 2-8 6/12
G12 901 League C91 2-8 6/12
G13 Cricket Cri 1-8 3
G14 No Score Cricket NSc 1-8 3
G15 Cut throat Cricket CUc 1-8 3
G16 Killer Cricket LLc 2-8 3
G17 Low Pitch Cricket LPc 1-8 3
G18 English Cricket Enc 2 1
G19 Scram Cricket Scc 2 1
G20 Single Only Cricket Sic 1-8 3
G21 Double Only Cricket dbc 1-8 3
G22 Triple Only Cricket tPc 1-8 3
G23 Random Cricket rdc 1-8 1
G24 Hidden Cricket Hdc 1-4 1
G25 Count Up CUP 1-8 9/18
G26 Light Out Lto 1-8 3
G27 Light Up LtU 1-8 3
G28 Color Shot 1 CS1 2 10
G29 Color Shot 2 CS2 2 10
G30 Light Off Warfare Lof 2 1
G31 Survivor SUr 2 7
G32 Helicopter HLC 1-8 3
G33 Speed Wheel L-2 1-8 3
G34 Line Up LnU 1-8 1
G35 Bowling boL 1-8 6
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G36 Football Ftb 1-8 1
G37 Baseball bSb 1-8 3
G38 Golf GoL 1-8 10
G39 Round the Clock rCL 1-8 12
G40 Shanghai SHi 1-8 4
G41 Halve-it HAL 1-8 1/2
G42 Big-6 biG 2-8 19
G43 Bingo bin 1-8 4
G44 Shoot Out S-0 1-8 10
G45 9 Lives 9Li 2-8 7
G46 Double Down ddn 1-8 1/2
G47 Shooting I S-1 1-8 1/2
G48 Shooting II S-2 1-8 1/2
READ FIRST - OPERATION
The dartboard can be powered by batteries or an external power supply. The battery
compartment is opened from the front. Insert 3 AA batteries. An external 5 VDC, 1000
milliamp power supply is included with the dartboard. To use, remove the batteries and
plug the power supply into the jack on the side of the dartboard.
1. Press the ON/OFF button to turn on the game. When the power is turned ON, the
displays will light up with a welcoming melody. When the sound stops, press ENTER.
Score display will show “G01” and “301” respectively.
2. Press the UP or DOWN buttons to scroll through the games. The selection is shown
on the player score displays. Then press ENTER to con! rm the game selection. The
choices are printed on the dartboard. The number of the game is shown at the Dart
Score display.
3. If you are playing a game that has the LO1 through LO6 options, press the UP or
DOWN buttons to select an option and press ENTER to con! rm the selection.
IF SELECTING OPTION THEN
L01 No icons are lit up Single In/Single Out
L02 D. IN icon lit up Double In/Single Out
L03 D.OUT icon lit up Single In/Double Out
L04 D. IN and D.OUT icons lit up Double In/Double Out
L05 M. OUT icon lit up Single In/Master Out (double or triple)
L06 D. IN and M. OUT icons lit up Double In/Master Out (double or triple)
4. Press the UP or DOWN buttons to select number of players. There are 9 selections of
players from 1 player mode to 8 players mode plus a computer player mode. Review
Step 6 for handicap option. Press ENTER to con! rm the selection and start the game.
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For more than 4 players, some players will share the player score display.
5. If the option you selected and con! rmed is the computer player mode, you will play
against the computer. Three scores are shown as if darts were thrown and the score
is updated. Press UP or DOWN to select the levels of the computer player and press
ENTER to start the game. The ! ve levels of computer player are as follows:
C1: Beginner
C2: Intermediate
C3: Advanced
C4: Expert
C5: Professional
6. For some games, handicap mode can be selected after the number of players has been
selected. Press the HANDICAP/QUICK CRICKET button to enter handicap selection
mode. Then press UP or DOWN to select the handicap option. Press the HANDICAP/
QUICK CRICKET button to jump to the next player. Press ENTER at any time to start
the game. The games that use handicap mode are listed below.
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Game Number Name Handicap options
G01 301 -20, -40, -60, -80
Score
G02 501 -20, -40, -60, -80
Score
G03 601 -20, -40, -60, -80
Score
G04 701 -20, -40, -60, -80
Score
G05 801 -20, -40, -60, -80
Score
G06 901 -20, -40, -60, -80
Score
G07 301 League -20, -40, -60, -80
Score
G08 501 League -20, -40, -60, -80
Score
G09 601 League -20, -40, -60, -80
Score
G10 701 League -20, -40, -60, -80
Score
G11 801 League -20, -40, -60, -80
Score
G12 901 League -20, -40, -60, -80
Score
G13 Cricket L1 L2 L3 L4
G14 No Score Cricket L1 L2 L3 L4
G15 Cut Throat Cricket L1 L2 L3 L4
G17 Low Pitch Cricket L1 L2 L3 L4
G20 Single Only Cricket L1 L2 L3 L4
G21 Double Only Cricket L1 L2 L3 L4
G22 Triple Only Cricket L1 L2 L3 L4
G25 Count Up +20, +40, +60, +80
Score
G26 Light Out -1, -2, -3, -4 Light
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Game Number Name Handicap options
G27 Light Up -1, -2, -3, -4 Light
G29 Color Shot 2 -1, -2, -3, -4 Mark
G30 Light Off Warfare -1, -2. -3, -4 Light
G40 Shanghai +20, +40, +60, +80
Score
G41 Halve-It +20, +40, +60, +80
Score
G42 Big-6 -1, -2, -3, -4 Lives
G44 Shoot Out +1, +2, +3, +4
Marks
G45 9 Lives -1, -2, -3, -4 Lives
G46 Double Down +20, +40, +60, +80
Score
Handicap options L1, L2, L3 and L4 are used in the cricket games to give that player a
headstart. The options give marks to a player as if they have already hit the number. The
chart below shows the marks a player starts with for the selected handicap.
Handicap Options Starting Display
L1
20 19
18 17
16 15
B
L2
20 19
18 17
16 15
B
L3
20 19
18 17
16 15
B
L4
20 19
18 17
16 15
B
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7. If the game has the 25/50 Bull and Double 50/50 Bull options, you can press the UP or
DOWN buttons to select and press ENTER to con! rm the selection.
8. During the game, when the computer announces “next player”, any pressure on the
segments will not activate the dartboard. The player is required to remove all the darts
and press NEXT PLAYER for the next player’s round. The dartboard will automatically
switch to the next player if the board has not been played for roughly 10 seconds after
the “next player” announcement.
9. Press the MISS/RESET button to score 0 and count the dart when a dart misses the
scoring segments or the board completely.
10. If you throw a dart and it doesn’t stay in the segment and you don’t want to register the
score, press the BOUNCE OUT button.
11. If you want to reset the game, push the MISS/RESET button and hold for 2 seconds.
12. During the course of playing, you can press ENTER to check the scores of other players.
13. This board is equipped with a unique feature of lights behind each number which can
help to identify the tracking of the targets you have hit or you need to hit. This will
greatly help the players to play in most of the games and make it more enjoyable.
14. You can control the sound level by pressing the VOLUME button.
15. Several games, for example Football, will designate a segment as single, double or
triple. An example for segment 5 is as follows.
Triple Double Single
05 05
05
16. Press and hold the ON/OFF button for 3 seconds to turn off the game. For energy
saving purposes, the board is equipped with an auto power off feature. If the game has
not been played for 15 minutes, the game will turn off automatically.
17. When the ! rst player ! nishes a game, there are 2 options:
Continue the same game. This allows remaining players to ! nish and complete
their information. Press the NEXT button to continue.
OR
Re-Start a new round on the same game using the same option settings. Press the
ENTER button to re-start.
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GAME DESCRIPTIONS & RULES
G01 - G06 301, 501, 601, 701, 801, 901
Game Options:
Single In/Single Out
Double In/Single Out
Double In/Double Out
Single In/Double Out
Single In/Master Out
Double In/Master Out
Double Bull
Single Bull
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player who reaches exactly zero wins.
The starting score for each player is 301 or the score option selected.
The score will be deducted for each dart that scores.
You must go out with the exact number. If you go over zero the dartboard will
announce “TOO HIGH, NEXT PLAYER”.
For Single In or Single Out options, the game can be started or ended by
throwing at any segment, regardless if single, double or triple.
If you selected Double In, you must hit a double segment or the double bullseye to
start the game. If you selected Double Out you must hit a double segment or the
double bullseye to end the game.
For Master Out, the game is ended by hitting a double or triple or the double
bullseye.
If Double Out or Master Out has been selected, the Dart Out feature is
automatically activated. In this mode, for a Double Out game, once a player is
170 or below, the computer will suggest the 3 best possible ! nishing shots, or if
an OUT is not possible, the best remaining alternative shots are displayed. If the
Master Out option has been selected, the suggested 3 best shots will display
when a player is at 180 points or below.
Segment Lights:
The segment that is hit will light up. Lights will turn off with each player change.
The double segments will light up for the ! rst throw in the double in games.
Master out games will light up the preferred dart out segment.
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G07 - G12 301 League, 501, 601, 701, 801, 901
Game Options:
Single In/Single Out
Double In/Single Out
Double In/Double Out
Single In/Double Out
Single In/Master Out
Double In/Master Out
Double Bull
Single Bull
Refer to the section “Read First - Operation”.
Playing the Game
To win: A team will win when a player on the team reaches exactly zero and his teammates
score is lower than or equal to the sum of the opposing teams score.
This game is played by 2 teams who compete with each other. It allows selection
of the following 4 different team members.
Option Description
2C 2 players in each team
3C 3 players in each team
4C 4 players in each team
Cyb 1 player VS computer player
Each team for option 2C (default) has 2 members. Team 1 is made up of player
1 and Player 3. Team 2 is made up of Player 2 and Player 4. If more players are
added using options 3C and 4C, Team 1 is made up of players 1, 3, 5 and 7. Team
2 is made up of players 2, 4, 6 and 8.
The starting score for each team is 301 or the score option selected.
If the score of the current player goes below zero it will return to the score from the
beginning of the turn. That team cannot win at that time.
For Single In or Single Out options, the game can be started or ended by
throwing at any segment, regardless if single, double or triple.
If you selected Double In, you must hit a double segment or the double bullseye to
start the game. If you selected Double Out you must hit a double segment or the
double bullseye to end the game.
For Master Out, the game is ended by hitting a double or triple or the double
bullseye.
If Double Out or Master Out has been selected, the Dart Out feature is
automatically activated. In this mode, for a Double Out game, once a player is
170 or below, the computer will suggest the 3 best possible ! nishing shots, or if
an OUT is not possible, the best remaining alternative shots are displayed. If the
Master Out option has been selected, the suggested 3 best shots will display
when a player is at 180 points or below.
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The team will win when one players score reaches exactly zero and his teammates
score is lower than or equal to the sum of the opposing teams score. Otherwise the
score of the current player returns to the score at the beginning of the turn. That
team cannot win at that time.
Once a players score is below 181 for Single Out or Master Out, or below 181
for Double Out and their teammates score is lower than or equal to the sum of
the score of the opposing team, the dartboard will announce "Go For Out". This
will con! rm you have a chance to win in this round. If you have not met these
conditions the dartboard will announce "Freeze" even if their score comes to zero.
Segment Lights:
The segment that is hit will light up. Lights will turn off with each player change.
The double segments will light up for the ! rst throw in the double in games.
Master out games will light up the preferred dart out segment.
G13 Cricket (with scoring options of C00, C20, C25)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below.
Scoring
Options
Description
C00 Hit and open numbers 15-20 and bullseye in any order.
C20 Hit and open the number 20 ! rst, then in order, open numbers 19, 18, 17, 16,
15 and bullseye.
C25 Hit and open bullseye ! rst, then in order, open numbers 15, 16, 17, 18, 19 and 20.
Refer to the section “Read First - Operation”.
Playing the Game
To win: A player wins the game when he ! rst opens all the numbers and has an equal or
greater score than the other players. However, if players are tied on points, or have no
points, the ! rst player to open all numbers wins.
Note: A single segment counts as one hit, a double segment counts as two hits and a triple
segment counts as three hits.
Cricket Status One Time Two Times Open Close
Sign
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In Cricket only the numbers 15-20 and bullseye are used.
All valid hits will be con! rmed and displayed by the Cricket Display.
When a number has been hit 3 times by a player, it is then open to that player and
any further hits by that player will score points.
Once a number has been hit 3 times by all the players, that number is then closed
and can no longer be scored upon by any player. At that time the indicator will
change to closed for that number.
A player who has opened a number can continue to score on that number until it
becomes closed.
If a player has opened all numbers ! rst, but is behind on points, scoring continues
on open numbers. If that player has not accumulated the highest point total by the
time another player opens all their numbers, the player with the most points will be
the winner.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
G14 No Score Cricket (with scoring options of 000, 020, 025)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below.
Scoring
Options
Description
000 Hit and open numbers 15-20 and bullseye in any order.
020 Hit and open the number 20 ! rst, then in order, open numbers 19, 18, 17, 16,
15 and bullseye.
025 Hit and open bullseye ! rst, then in order, open numbers 15, 16, 17, 18, 19 and 20.
Refer to the section “Read First - Operation”.
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Playing the Game
To win: The ! rst player to hit each number 3 times and open them all is the winner.
Note: A single segment counts as one hit, a double segment counts as two hits and a triple
segment counts as three hits.
Cricket Status One Time Two Times Open Close
Sign
In No Score Cricket only the numbers 15-20 and bullseye are used. The ! rst player
to hit each number 3 times and open them all is the winner.
If every player has opened a number, that number will then close.
All valid hits will be con! rmed and displayed by the Cricket Display.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
G15 Cut Throat Cricket (with scoring options of 00C, 20C, 25C)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below.
Scoring
Options
Description
00C Hit and open numbers 15-20 and bullseye in any order.
20C Hit and open the number 20 ! rst, then in order, open numbers 19, 18, 17, 16,
15 and bullseye.
25C Hit and open bullseye ! rst, then in order, open numbers 15, 16, 17, 18, 19 and 20.
Refer to the section “Read First - Operation”.
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Playing the Game
To win: The player who ! rst opens all numbers and has the lower score wins.
Note: A single segment counts as one hit, a double segment counts as two hits and a triple
segment counts as three hits.
Cricket Status One Time Two Times Open Close
Sign
In Cut Throat Cricket only the numbers 15-20 and bullseye are used.
If every player has opened a number, that number will then close.
All valid hits will be con! rmed and displayed by the Cricket Display.
Once the scoring begins, points are added to your opponents scores who haven’t
opened that number.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
G16 Killer Cricket (with scoring options of H00, H20, H25)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below.
Scoring
Options
Description
H00 Hit and open numbers 15-20 and bullseye in any order.
H20 Hit and open the number 20 ! rst, then in order, open numbers 19, 18, 17, 16,
15 and bullseye.
H25 Hit and open bullseye ! rst, then in order, open numbers 15, 16, 17, 18, 19 and 20.
Refer to the section “Read First - Operation”.
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Playing the Game
To win: The ! rst player to hit each number 3 times and open them all is the winner.
Note: A single segment counts as one hit, a double segment counts as two hits and a triple
segment counts as three hits.
Cricket Status One Time Two Times Open Close
Sign
In Killer Cricket only the numbers 15-20 and bullseye are used. The ! rst player to
hit each number 3 times and open them all is the winner.
If every player has opened a number, that number will then close.
All valid hits will be con! rmed and displayed by the Cricket Display.
When you open a point, and your opponents have not, you can eliminate your
opponent’s marks by hitting the same number again.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
G17 Low Pitch Cricket (with scoring options of E00, E20, E25)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below.
Scoring
Options
Description
E00 Hit and open numbers 1-6 and bullseye in any order.
E20 Hit and open the number 6 ! rst, then in order, open numbers 5, 4, 3, 2, 1 and
bullseye.
E25 Hit and open bullseye ! rst, then in order, open numbers 1, 2, 3, 4, 5 and 6.
Refer to the section “Read First - Operation”.
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Playing the Game
To win: A player wins the game when he ! rst opens all the numbers and has an equal or
greater score than the other players. However, if players are tied on points, or have no
points, the ! rst player to open all numbers wins.
Note: A single segment counts as one hit, a double segment counts as two hits and a triple
segment counts as three hits.
Cricket Status One Time Two Times Open Close
Sign
In Low Pitch Cricket only the numbers 1-6 and bullseye are used.
All valid hits will be con! rmed and displayed by the Cricket Display.
When a number has been hit 3 times by a player, it is then open to that player and
any further hits by that player will score points.
Once a number has been hit 3 times by all the players, that number is then closed
and can no longer be scored upon by any player. At that time the indicator will
change to closed for that number.
A player who has opened a number can continue to score on that number until it
becomes closed.
If a player has opened all numbers ! rst, but is behind on points, scoring continues
on open numbers. If that player has not accumulated the highest point total by the
time another player opens all their numbers, the player with the most points will be
the winner.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
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G18 English Cricket
Game Options:
Double Bull
Single Bull
Refer to the section “Read First - Operation”.
Playing the Game
To win: The player with the most points is the winner.
This game is for 2 players only.
The game consists of two rounds. In round one, the target of player one is the
bullseye, each hit of the outer bull counts as one mark, inner bull counts as two
marks, and the other numbers are counted as 0 marks.
The object of Player 2 is to get the highest possible score before Player 1
accumulates 9 marks.
Player 2's score is counted only when the total score of three darts is over 40
otherwise it counts as 0 points.
Player 2 can throw at any number. However, if player 2 achieves a score of 42, it
counts as 2 points, if player 2 achieves a score of 59 , it counts as 19 points.
The ! rst round is ! nished when Player 1 accumulates 9 marks. In round two, the
players change their roles. Player 2 throws for the bullseye and Player 1 goes for
points.
The game is over when Player 2 accumulates 9 marks.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
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G19 Scram Cricket
Game Options:
Double Bull
Single Bull
Refer to the section “Read First - Operation”.
Playing the Game
To win: During round 2, if Player 1’s score goes over Player 2’s score the game will end
and Player 1 will be the winner. If Player 2 closes all the numbers and has a higher score
than Player 1, Player 2 will be the winner.
Note: A single segment counts as one hit, a double segment counts as two hits and a triple
segment counts as three hits.
Cricket Status One Time Two Times Open Close
Sign
All valid hits will be con! rmed and displayed by the Cricket Display.
The game consists of 2 rounds. In the ! rst round, player 1 must close 15 through
20 and bullseye while player 2 attempts to get as high a score as he can by
scoring on the open numbers. Round 1 will be ! nished when all numbers have
been closed. For round 2, the reverse is done. Player 2 attempts to close 15
through 20 and the bullseye. Player 1 attempts to get a high score.
During round 2, if Player 1’s score goes over Player 2’s score the game will end
and Player 1 will be the winner. If Player 2 closes all the numbers and has a higher
score than Player 1, Player 2 will be the winner.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
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G20 Single Only Cricket without Double and Triple (with scoring options of S00, S20,
S25)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below.
Scoring
Options
Description
S00 Hit and open numbers 15-20 and bullseye in any order.
S20 Hit and open the number 20 ! rst, then in order, open numbers 19, 18, 17, 16,
15 and bullseye.
S25 Hit and open bullseye ! rst, then in order, open numbers 15, 16, 17, 18, 19 and 20.
Refer to the section “Read First - Operation”.
Playing the Game
To win: A player wins the game when he ! rst opens all the numbers and has an equal or
greater score than the other players. However, if players are tied on points, or have no
points, the ! rst player to open all numbers wins.
Note: A single, double, and triple segment counts as one hit. A single bull and a double bull
counts as one hit.
Cricket Status One Time Two Times Open Close
Sign
In Single Only Cricket only the numbers 15-20 and bullseye are used.
All valid hits will be con! rmed and displayed by the Cricket Display.
When a number has been hit 3 times by a player, it is then open to that player and
any further hits by that player will score points.
Once a number has been hit 3 times by all the players, that number is then closed
and can no longer be scored upon by any player. At that time the indicator will
change to closed for that number.
A player who has opened a number can continue to score on that number until it
becomes closed.
If a player has opened all numbers ! rst, but is behind on points, scoring continues
on open numbers. If that player has not accumulated the highest point total by the
time another player opens all their numbers, the player with the most points will be
the winner.
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Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
G21 Doubles Only Cricket (with scoring options of d00, d20, d25)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below.
Scoring
Options
Description
d00 Hit and open numbers 15-20 and bullseye in any order.
d20 Hit and open the number 20 ! rst, then in order, open numbers 19, 18, 17, 16,
15 and bullseye.
d25 Hit and open bullseye ! rst, then in order, open numbers 15, 16, 17, 18, 19 and 20.
Refer to the section “Read First - Operation”.
Playing the Game
To win: A player wins the game when he ! rst opens all the numbers and has an equal or
greater score than the other players. However, if players are tied on points, or have no
points, the ! rst player to open all numbers wins.
Note: Single and triple segments are not used in this game. Only double segments and the
double bull count. A double segment or double bull only counts as 1 hit.
Cricket Status One Time Two Times Open Close
Sign
In Doubles Only Cricket only the numbers 15-20 and bullseye are used.
All valid hits will be con! rmed and displayed by the Cricket Display.
When a number has been hit 3 times by a player, it is then open to that player and
any further hits by that player will score points.
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Once a number has been hit 3 times by all the players, that number is then closed
and can no longer be scored upon by any player. At that time the indicator will
change to closed for that number.
A player who has opened a number can continue to score on that number until it
becomes closed.
If a player has opened all numbers ! rst, but is behind on points, scoring continues
on open numbers. If that player has not accumulated the highest point total by the
time another player opens all their numbers, the player with the most points will be
the winner.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
G22 Triples Only Cricket (with scoring options of T00, T20, T25)
Game Options:
Double Bull
Single Bull
The scoring options are described in the chart below.
Scoring
Options
Description
T00 Hit and open numbers 15-20 and bullseye in any order.
T20 Hit and open the number 20 ! rst, then in order, open numbers 19, 18, 17, 16,
15 and bullseye.
T25 Hit and open bullseye ! rst, then in order, open numbers 15, 16, 17, 18, 19 and 20.
Refer to the section “Read First - Operation”.
Playing the Game
To win: A player wins the game when he ! rst opens all the numbers and has an equal or
greater score than the other players. However, if players are tied on points, or have no
points, the ! rst player to open all numbers wins.
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Note: Single and double segments are not used in this game. Only triple segments and the
double bull count. A triple segment or double bull only counts as 1 hit.
Cricket Status One Time Two Times Open Close
Sign
In Triples Only Cricket only the numbers 15-20 and bullseye are used.
All valid hits will be con! rmed and displayed by the Cricket Display.
When a number has been hit 3 times by a player, it is then open to that player and
any further hits by that player will score points.
Once a number has been hit 3 times by all the players, that number is then closed
and can no longer be scored upon by any player. At that time the indicator will
change to closed for that number.
A player who has opened a number can continue to score on that number until it
becomes closed.
If a player has opened all numbers ! rst, but is behind on points, scoring continues
on open numbers. If that player has not accumulated the highest point total by the
time another player opens all their numbers, the player with the most points will be
the winner.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
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G23 Random Cricket
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player to open all the numbers wins.
This game is the same as American Cricket EXCEPT that the e-Board Computer
will randomly select numbers for you to hit. The ! rst two digits on the display will
show the player number (this will be a solid number, not " ashing). The random
numbers will " ash on the display and the board will light up the segment.
Once a player hits one of the designated random numbers it will stop " ashing and
become solid. This number is now locked in for all players for the rest of the game.
Numbers can be hit in any order.
Once a players turn is over, the " ashing numbers will change to a different set of
random numbers. The numbers that are locked in (solid numbers) will stay the
same.
You have to hit each designated number three times to open it. Double segments
count as two hits and triple segments count as three hits.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
G24 Hidden Cricket
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player to hit each number 3 times and open them all is the winner.
Note: A single segment counts as one hit, a double segment counts as two hits and a triple
segment counts as three hits.
Cricket Status One Time Two Times Open Close
Sign
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The segments will be random targets that are not lit.
When the target is hit, the segment will light up.
In No Score Cricket the ! rst player to hit each number 3 times and open them all is
the winner.
If every player has opened a number, that number will then close.
All valid hits will be con! rmed and displayed by the Cricket Display.
Segment Lights:
Segments that are in play will light up.
Segments that are included as targets for the game will indicate how many times they
have been hit.
Hits Result
1 Double segment is off
2 The single outer segment is off
3 Opened - The triple segment is off
Closed The single inner segment is off
G25 Count Up (with scoring options of 100, 200, 300, 400, 500, 600, 700, 800, 900)
Game Options:
Double Bull
Single Bull
The scoring options are the set points which are the points needed to win, see the chart
below.
Scoring Option 100 200 300 400 500 600 700 800 900
Set Points 100 200 300 400 500 600 700 800 900
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player to reach or go over the set points will be the winner.
Your score will be accumulated for each dart.
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G26 Light Out (with scoring options of LO1, LO2, LO3)
The scoring options are described in the chart below.
Scoring
Option
LO1 LO2 LO3
Hit any of the numbers
segments to turn off the
light.
Hit the single and the
double segments to turn
off the light.
Hit the single, double and
triple segments to turn off
the light.
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player to turn all the lights off is the winner.
Segment Lights:
All segments are lit at the start of the game.
G27 Light Up (with scoring options of LO1, LO2, LO3)
The scoring options are described in the chart below.
Scoring
Option
LO1 LO2 LO3
Hit any of the numbers
segments to turn on the
light.
Hit the single and the
double segments to turn
on the light.
Hit the single, double and
triple segments to turn on
the light.
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player to turn all the lights on is the winner.
Segment Lights:
All segments are off at the start of the game.
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G28 Color Shot 1 (with options of 003, 004, 005, 006, 007, 008, 009, 010, 011, 012)
The scoring options are the number of rounds each player has available to hit the most
segments of their color.
Scoring
Option
003 004 005 006 007 008 009 010 011 012
Number of
Rounds
3 4 5 6 7 8 9 10 11 12
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player that hits their color and earns the most marks is the winner.
This is a two player game.
Each player has their own color.
Each hit on the correct color segment will score marks:
Single segment scores 1 mark
Double segment scores 2 marks
Triple segment scores 3 marks
Segment Lights:
Segments light up and display one of two colors.
G29 Color Shot 2 (with options of 006, 007, 008, 009, 010, 011, 012, 013, 014, 015)
The scoring options are the number of rounds each player has available to hit the most
segments of their color.
Scoring
Option
006 007 008 009 010 011 012 013 014 015
Number of
Rounds
3 4 5 6 7 8 9 10 11 12
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player that hits their color and reduces their marks to zero is the winner.
This is a two player game.
Each player has their own color.
Each hit on the correct color segment will eliminate marks:
Single segment eliminates 1 mark
Double segment eliminates 2 marks
Triple segment eliminates 3 marks
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Segment Lights:
Segments light up and display one of two colors.
G30 Light Off Warfare
Refer to the section “Read First - Operation”.
Playing the Game
To win: Hit segments on the opponent's side of the battle! eld. The ! rst player to turn off all
the opponent's lights is the winner.
Player 1 battle! eld is segments 14 to 13
Player 2 battle! eld is segments 10 to 8
Segments 11 and 6 do not count
Throw at the opponent's segments to turn the light out.
Segment Lights:
Game starts with segments lit. Lights are turned off when hit.
G31 Survivor (with options of 10r, 11r, 12r, 13r, 14r, 15r, 16r)
The scoring options are the number of rounds played.
Scoring Option 10r 11r 12r 13r 14r 15r 16r
Number of Rounds 10 11 12 13 14 15 16
Refer to the section “Read First - Operation”.
Playing the Game
To win: The player that reduces the opponent to zero points or has the most points at the
end of the rounds, wins.
This is a two player game.
Each player starts with 200 life points.
The board will light up a four segment number to be the opponent. Hitting one of
these segments will reduce the opponent's life points.
The board will simultaneously light a single segment to provide life points. Hitting
this segment will add life points to the throwing players score.
Points added or deducted will follow the normal segment scoring. Double and triple
segments will score double and triple life points.
If a player is reduced to zero life points, they lose.
If the game lasts through the selected number of rounds, the player with the
highest point total wins.
Segment Lights:
Segments light up to designate targets.
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G32 Helicopter (with options of LO1, LO2, LO3)
The scoring options are the speed of rotation.
Scoring Option LO1 LO2 LO3
Blade Rotation Speed Slow Moderate Fast
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player to hit all 4 moving segments and turn off the lights, wins.
Four segments will light and then rotate in a clockwise (right hand) direction.
Hit the moving blade to turn off a light.
The player to turn off the last light wins.
Segment Lights:
Four blades will light and rotate around the board.
G33 Speed Wheel (with options of LO1, LO2, LO3)
The scoring options are the speed of rotation.
Scoring Option LO1 LO2 LO3
Blade Rotation Speed Slow Moderate Fast
Refer to the section “Read First - Operation”.
Playing the Game
To win: Hit the moving blade one time.
One number will light up.
The lights will rotate around the board in both clockwise (right hand) and counter
clockwise (left hand) directions.
The ! rst player to hit the lit segment wins.
Segment Lights:
One blade will light and rotate around the board.
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G34 Line Up
Refer to the section “Read First - Operation”.
Playing the Game
To win: Create a line by hitting all the segments of two numbers that are opposite of each
other. This line includes the bullseyes..
Players can hit as many segments as they wish.
The segments will light up.
Each player throws until one player has created a line using all the segments
(including bullseyes) that are across from each other. This will light up a line.
Segment Lights:
A segment that is hit will light up.
G35 Bowling (with scoring options of 10r, 11r, 12r, 13r, 14r, 15r)
The scoring options are the number of rounds, see the chart below.
Scoring Option 10r 11r 12r 13r 14r 15r
No. of Rounds 10 11 12 13 14 15
Refer to the section “Read First - Operation”.
Playing the Game
To win: The player with the highest score wins.
For each turn the score section will display SEL. Your ! rst dart will select the
“Alley”. The Alley will light up. The second and third dart will score “pins” or points.
Hitting the bullseye will not count as an “Alley” or give you any “pins” or points.
“Pins” or points are scored as follows:
Segments Score
Double
Outer Single
Triple
Inner Single
Double 9 Pins
Outer Single 3 Pins
Triple 10 Pins
Inner Single 7 Pins
A player cannot hit the same single segment twice in the same frame. The second
hit will be counted as zero.
You can hit the same triple or double segment twice. However hitting the double
segment twice in a row will only give you 10 “pins” or points. Hitting the triple
segment twice will give you 20 “pins” or points.
The perfect game is 200/220/240/260/280/300 respectively for the options chosen.
Segment Lights:
The alley will light up when it is selected.
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G36 Football
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player who ! nishes crossing their playing ! eld is the winner.
Before starting the game you must select the number of players.
To start the game the e-BOARD Computer will display “CHOOSE A NUMBER”.
The player will then throw a dart at the board to determine their “number” or
“playing ! eld”. The playing ! eld will light up.
Once a “playing ! eld” is selected, you must hit the segments in order from the
outside double segment of your “number” working your way in to the bullseye and
to the opposite side to the outer double segment. See illustration and example
below.
For example, if a player selects segment 11, they have to hit in order, D-11, outer
S-11, T-11, inner S11, outer bullseye. Inner bullseye, outer bullseye, inner S-6,
T-6, outer S-6 and ! nally D-6.
A dart that hits a segment out of their playing ! eld or out of order is a miss.
Segment Lights:
Selected playing ! elds will light up.
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G37 Baseball (with scoring options of b07, b08, b09)
The scoring options are the number of innings, see the chart below.
Scoring Option b07 b08 b09
No. of Innings 7 8 9
Refer to the section “Read First - Operation”.
Playing the Game
To win: The player with the most runs at the end of the game is the winner.
A baseball ! eld is layed out as shown in diagram below. A player throws 3 darts in
each inning and the runs/bases are set as follows:
Segments Result
Double
Single
Triple
Bullseye
Single One Base
Double Two Bases
Triple Three Bases
Bullseye Home Run
A home run can only be scored on the 3rd dart of each turn.
The ! rst cricket display will show what base your “runners” are on. 16 is your ! rst
“runner” or dart, 18 is your second and 20 is your third. The table below will show
the symbols displayed for the base that your “runner” is on.
1st Base 2nd Base 3rd Base Home
The second cricket display will show the number of innings left.
Segment Lights:
The play! eld is lit.
G38 Golf (with scoring options of 09F, 10F, 11F, 12F, 13F, 14F, 15F, 16F, 17F, 18F)
The scoring options are the number of “holes”, see the chart below.
Scoring Option 09F 10F 11F 12F 13F 14F 15F 16F 17F 18F
No. of Holes 9 10 11 12 13 14 15 16 17 18
Refer to the section “Read First - Operation”.
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Playing the Game
To win: The ! rst person to complete all their “holes” with the lowest strokes wins and the
game is over.
Numbers 1-18 are the “Holes” of the golf course and must be hit in order.
Players must hit each number three times before they can move on to the next
“hole”.
A double will count as two hits, a triple will count as three hits.
The number that must be hit will be lit.
Each dart thrown counts as a “stroke” and will be displayed on the score section of
the board.
The cricket display will show how many “holes” are left.
The bullseye counts as a miss.
Segment Lights:
The designated target will be lit.
G39 Round-The-Clock (with scoring options of 105, 110, 115, 120, 205, 210, 215, 220,
305, 310, 315, 320)
The scoring options are the last number that will be thrown and the segment that must be
hit, see the chart below.
Scoring Option 105 110 115 120
Last Number Thrown 5 10 15 20
Scoring Option 205 210 215 220 305 310 315 320
Last Number Thrown 5 10 15 20 5 10 15 20
Must hit only Double segments Must hit only Triple segments
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player to hit all the designated numbers in order, wins.
Players must hit numbers 1 through 5 (or 10, 15, 20) in order.
The dartboard will display the number that must be hit during that turn.
The number can be hit in any segment (single, double or triple).
A player has to hit the designated number to move on to the next number.
The scoreboard for each player will display the number of the segment that must
be hit.
Segment Lights:
The number that must be hit will light.
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G40 Shanghai (with scoring options of L01, L05, L10, L15)
The scoring options are described in the chart below.
Scoring Option L01 L05 L10 L15
Game starts on number 1 5 10 15
Refer to the section “Read First - Operation”.
Playing the Game
To win: The player who gets the most points at the end of the game wins.
Each player must hit the numbers and the bullseye in order. The game will start on
the number selected with the scoring option.
The dartboard will light the target number you are supposed to hit.
The target number will change by one after each dart and will end with the bullseye.
A dart that misses the target segments does not score.
Your score is the number of the target segment you are on.
Hitting a double segment in the number you are on will double your points, likewise
a triple will triple your points. For example if you are on number 4 and you hit a
single in segment 4 you get 4 points. If you are on number 4 and you hit a double
segment 4 you get 8 points.
Segment Lights:
The designated target will be lit.
G41 Halve-It
Game Options:
Double Bull
Single Bull
There are twelve rounds of three darts each in this game. Each round has a target number
you must hit to score points. The dartboard will display the number you need to hit for that
round. The target numbers for each round are:
Round 1 2 3 4 5 6
Target Number 12 13 14 Any
Double
15 16
Round 7 8 9 10 11 12
Target Number 17 Any Triple 18 19 20 Bullseye
Refer to the section “Read First - Operation”.
Playing the Game
To win: The player with the highest score after all twelve rounds wins.
Players take turns throwing darts and attempting to score points.
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If you hit the target number for that round, you will get that number in points.
Double segments will double your points and triple segments will triple your points.
For example, in Round 1 you have to hit the number 12. If you hit it in a single
segment you will get 12 points. If you hit the double 12 you will get 24 points and
the triple 12 will give you 36 points.
For Round 4 you can only score by hitting any double segment.
For round 8 you can only score by hitting any triple segment and for Round 12 you
can only score by hitting the bullseye.
If a player misses the designated number on all three darts in a round, their total
score is cut in half.
Segment Lights:
The designated target will be lit.
G42 Big-6 (with scoring options of b03, b04, b05, b06, b07, b08, b09, b10, b11, b12,
b13, b14, b15, b16, b17, b18, b19, b20, b21)
The scoring options are the number of lives, see the chart below.
Scoring Option b03 b04 b05 b06 b07 b08 b09 b10 b11 b12
No. of Lives 3 4 5 6 7 8 9 10 11 12
Scoring Option b13 b14 b15 b16 b17 b18 b19 b20 b21
No. of Lives 13 14 15 16 17 18 19 20 21
Refer to the section “Read First - Operation”.
Playing the Game
To win: If a player loses all their lives they are out of the game. The remaining players
continue the game until one player is left with lives. That player is the winner.
This game allows a player to challenge opponents to hit the targets of the player's
choice. The dartboard will display the single 6 segment as the ! rst target. Players
must earn the chance to pick the next target for their opponent by making a hit
on the single 6 target. If they hit the single 6, the dartboard will display - - -. They
can then throw a dart to select the next target. That number and segment then
becomes the target. The scoreboard will display the target. In any turn if the player
does not hit the designated target they lose one life.
If a player hits the target with the ! rst or second dart, the next dart then determines
the next target and that player's turn is over.
If a player hits the target with the third dart their turn is over and the computer will
display a new target. A life is not lost.
Segment Lights:
The designated target will be lit.
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G43 Bingo (with scoring options of 132, 141, 168, 189)
The scoring options are described in the chart below.
Scoring Options Description
132 Hit segments 15, 4, 8, 14, 3 in order.
141 Hit segments 17, 13, 9, 7, 1 in order.
168 Hit segments 20, 16, 12, 6, 2 in order.
189 Hit segments 19, 10, 18, 5, 11 in order.
Refer to the section “Read First - Operation”.
Playing the Game
To win: The player that hits the speci! ed targets three times is the winner.
The player should hit a number segment three times to enter into the next number
segment.
Hitting the single segment counts as one time; the double segment counts as two
times; the triple segment counts as three times.
The cricket display will keep track of the correct hits.
Segment Lights:
The designated target will be lit.
G44 Shoot Out (with scoring options of -03, -04, -05, -06, -07, -08, -09, -10, -11, -12,
-13, -14, -15, -16, -17, -18, -19, -20, -21)
The scoring options are the number of marks you must hit, see the chart below.
Scoring Option -03 -04 -05 -06 -07 -08 -09 -10 -11 -12
Starting Score 3 4 5 6 7 8 9 10 11 12
Scoring Option -13 -14 -15 -16 -17 -18 -19 -20 -21
Starting Score 13 14 15 16 17 18 19 20 21
Refer to the section “Read First - Operation”.
Playing the Game
To win: The ! rst player who hits the number of correct segments, depending on the option
selected, is the winner.
The Computer will randomly select and light up a number for the player to hit.
One correct hit on a segment of the displayed number subtracts one from the
score.
Single, double and triple segments all count as one hit.
If a player does not hit the selected number within 10 seconds, the dart is regarded
as a miss and the Computer will automatically select another random number for
the player to hit for the next dart.
Segment Lights:
The designated target will be lit.
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G45 9 Lives (with scoring options of 003, 004, 005, 006, 007, 008, 009)
The scoring options are the number of marks you must hit, see the chart below.
Scoring Option 003 004 005 006 007 008 009
No. of Lives 3 4 5 6 7 8 9
Refer to the section “Read First - Operation”.
Playing the Game
To win: The last player remaining alive is the winner.
This game plays numbers 1 through 20 and bullseye in a sequence loop. Players
take turns throwing at 1 in the ! rst round, 2 in the second round, and so on, until
“25” in the 21st round, 1 in the 22nd round and so on.
Each player must hit the target number with one dart in each round.
The cricket display will keep track of lives remaining.
A player will lose a life if all 3 darts miss.
Segment Lights:
The designated target will be lit.
G46 Double Down
Game Options:
Double Bull
Single Bull
Refer to the section “Read First - Operation”.
Playing the Game
To win: The player with the highest score after the last round is the winner.
This game starts with a base score of 60 points for each player.
There are 9 rounds for each player. Each round has a number or segment that you
must hit in order to score.
The dartboard will light up the number you must hit for that round. The designated
numbers for each round are:
Round 1 2 3 4 5 6 7 8 9
Target
Number
15 16 Any
Double
17 18 Any
Triple
19 20 Bullseye
Each dart that hits the correct number will score points based on the number and
the segment. For example, if you hit number 15 single segment you will get 15
points. If you hit the number 15 double segment you would get 30 points. If you hit
the number 15 triple segment you would get 45 points.
If the player does not hit the designated number during their round their score is
cut in half and they move on to the next round on their next turn.
For the Any Double and Any Triple, the player must hit any double or triple
segment. If the doubles and triples are not hit, the player's score is cut in half.
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Segment Lights:
The designated target will be lit.
G47 Shooting I
Game Options:
Double Bull
Single Bull
Refer to the section “Read First - Operation”.
Playing the Game
To win: Winner is the ! rst one to win 7 rounds.
In this game, each player throws three darts. The player with the highest 3 dart
total wins that round.
Double segments count as double the points and triple segments count as triple
the points.
G48 Shooting II
Game Options:
Double Bull
Single Bull
Refer to the section “Read First - Operation”.
Playing the Game
To win: Winner is the ! rst one to win 7 rounds.
In this game, each player throws three darts. The player with the highest 3 dart
total wins that round.
Only darts that land in the single, double or triple areas of the following Target Area
numbers will count towards the score: 15, 16, 17, 18, 19, 20 and bullseye.
The cricket display will keep track of the rounds the player has won.
Double segments count as double the points and triple segments count as triple
the points.
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GLD Products Ion Dartboard
Item 42-0003
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ONE YEAR LIMITED WARRANTY
The Manufacturer warrants to the original retail purchaser that this product is free from
defects in material and workmanship under normal use and conditions for a period of one
year from the date of original purchase. The Manufacturer’s liability is limited to the repair
or replacement, at its option, of any defective product and shall not include any liability for
indirect, incidental or consequential damages of any kind.
Should this product become defective due to material or workmanship within the warranty
period, contact our Customer Service Department. This warranty is not transferable and
does not cover normal wear and tear or damage caused by improper usage, negligence,
misuse, abuse, transportation damage, acts of nature, or accident (including failure to
follow the instructions in this manual). It does not cover expendable items such as batteries,
light bulbs, fuses, accessories, cosmetic parts and other items that wear out due to normal
usage, including felt covered areas of the playing surface. This warranty is also void if the
product is disassembled and reassembled, damaged, modi! ed from its original state, or
used for other than indoor personal residential use (no commercial or rental applications).
This warranty gives you speci! c legal rights, and you may have other rights which vary from
state to state.
IF YOU HAVE A WARRANTY CLAIM, CALL US FIRST (8 - 4:30 CST):
Please have your receipt and item number (found on the front cover) when you call.
GLD Products
S84 W19093 Enterprise Drive
Muskego, WI 53150 USA
1-800-225-7593
Fax: 1-800-841-6944
Email: gld@gldmfg.com
Web: www.gldproducts.com
If you are instructed to return the product for service, you are responsible for
shipping the unit at your expense to the above address in packaging that will
protect against further damage. All warranty or repair requests require a Return
Authorization Number prior to returning the item.
PRODUCT REGISTRATION
Important: The product registration form on page 49 must be completed and returned along
with a copy of your receipt within 10 days of purchase to validate your warranty.
On-line registration is also available.
Go to
http://gldproducts.com/warranty-information or click on this link. Follow the
on-line instructions.
Cross Refrence
warranty
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REGISTER YOUR PRODUCT
Complete this form, include a copy of your receipt, fold, tape
(do not staple) and return within 10 days of purchase. This
protects your warranty and will help us develop new products!
GLD Products
Warranty Department
S84 W19093 Enterprise Drive
Muskego, WI 53150 USA
Place postage here
GAME TABLES
GAMES AND ACCESSORIES
BILLIARD ACCESSORIES
SOFT-TIP DARTS
FLIGHTS AND SHAFTS
HOME CASINO
BILLIARD CUES
DARTBOARDS
STEEL-TIP DARTS
DART CASES AND ACCESSORIES
www.gldproducts.com
Name Date of Purchase
Address Phone-Day
City Phone-Evening
State Zip Email
Purchase Price: Item: 42-0003 Ion Electronic Dartboard
Store Name:
Remember to attach a copy of your receipt.
Cut here.
Fold here second.
Fold here ! rst.
Cross Refrence Product
Reg
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Ion Dartboard
Item 42-0003
51
1-800-225-7593
www.gldproducts.com
GLD Products
S84 W19093 Enterprise Drive
Muskego, WI 53150 USA
1-800-225-7593 FAX 800-841-6944
Web Site: www.gldproducts.com
Mail To:
Please call or consult the GLD website, GLDProducts.com to order the following parts:
Order No. Description
42-9987 1000 mA Adapter Positive Outer
6-44 2 Piece Bullseye, Nylon
6-49 Pie Section, Blue Segments, Nylon
6-50 Pie Section, Green Segments, Nylon
6-51 Pie Section, Grey Segments, Nylon
6-15 Set of 3 Soft Tip Darts
37-1652-01 Tips, 100 pcs
6-38 Aluminum Shafts 3 pc
6-11 Mounting Hardware
6-14 Flights 3 pc, designs vary
Accessories
37-0125 Viper Bull Throw Line
37-0106 Viper Vinyl Dart Mat
Cross Refrence Parts
order
NOTE: After a product has been discontinued for a period of one year, GLD will not
guarantee that replacements parts are available.
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521-800-225-7593
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GLD Products Ion Dartboard
Item 42-0003
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www.gldproducts.com
GAME TABLES
HOME CASINO
GAMES AND ACCESSORIES
BILLIARD CUES
BILLIARD ACCESSORIES
DARTBOARDS
SOFT-TIP DARTS
STEEL-TIP DARTS
FLIGHTS AND SHAFTS
DART CASES AND ACCESSORIES
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S84 W19093 Enterprise Drive Muskego, WI 53150 USA
262.679.8730 or 1.800.225.7593 tele
262.679.8738 or 1.800.841.6944 fax
www.gldproducts.com
PROUD MANUFACTURER OF
b y G L D P R O D U C T S
®
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Quick Reference For Ion Dartboard Item 42-0003
Game Name
Number
of
Players
Number of Options
In/Out
Single/DBL/
Master
Bullseye
Single/DBL
G01 301 1-8 6/12 Yes Yes
G02 501 1-8 6/12 Yes Yes
G03 601 1-8 6/12 Yes Yes
G04 701 1-8 6/12 Yes Yes
G05 801 1-8 6/12 Yes Yes
G06 901 1-8 6/12 Yes Yes
G07 301 League 2-8 6/12 Yes Yes
G08 501 League 2-8 6/12 Yes Yes
G09 601 League 2-8 6/12 Yes Yes
G10 701 League 2-8 6/12 Yes Yes
G11 801 League 2-8 6/12 Yes Yes
G12 901 League 2-8 6/12 Yes Yes
G13 Cricket 1-8 3 N/A N/A
G14 No Score Cricket 1-8 3 N/A N/A
G15 Cut throat Cricket 1-8 3 N/A N/A
G16 Killer Cricket 2-8 3 N/A N/A
G17 Low Pitch Cricket 1-8 3 N/A N/A
G18 English Cricket 2 1 N/A N/A
G19 Scram Cricket 2 1 N/A N/A
G20 Single Only Cricket 1-8 3 N/A N/A
G21 Double Only Cricket 1-8 3 N/A N/A
G22 Triple Only Cricket 1-8 3 N/A N/A
G23 Random Cricket 1-8 1 N/A N/A
G24 Hidden Cricket 1-4 1 N/A N/A
G25 Count Up 1-8 9/18 Yes Yes
G26 Light Out 1-8 3 N/A N/A
G27 Light Up 1-8 3 N/A N/A
G28 Color Shot 1 2 10 N/A N/A
G29 Color Shot 2 2 10 N/A N/A
G30 Light Off Warfare 2 1 N/A N/A
G31 Survivor 2 7 N/A N/A
G32 Helicopter 1-8 3 N/A N/A
G33 Speed Wheel 1-8 3 N/A N/A
G34 Line Up 1-8 1 N/A N/A
G35 Bowling 1-8 6 N/A N/A
G36 Football 1-8 1 N/A N/A
G37 Baseball 1-8 3 N/A N/A
G38 Golf 1-8 10 N/A N/A
G39 Round the Clock 1-8 12 N/A N/A
G40 Shanghai 1-8 4 N/A N/A
G41 Halve-it 1-8 1/2 N/A N/A
G42* Big-6 2-8 19 N/A N/A
G43 Bingo 1-8 4 N/A N/A
G44 Shoot Out 1-8 10 N/A N/A
G45 9 Lives 2-8 7 N/A N/A
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Game Name
Number
of
Players
Number of Options
In/Out
Single/DBL/
Master
Bullseye
Single/DBL
G46 Double Down 1-8 1/2 N/A Yes
G47 Shooting I 1-8 1/2 N/A Yes
G48 Shooting II 1-8 1/2 N/A Yes
*The minimum lives selection must be -3 for these games.
Game Number Name Handicap options
G01 301 -20, -40, -60, -80 Score
G02 501 -20, -40, -60, -80 Score
G03 601 -20, -40, -60, -80 Score
G04 701 -20, -40, -60, -80 Score
G05 801 -20, -40, -60, -80 Score
G06 901 -20, -40, -60, -80 Score
G07 301 League -20, -40, -60, -80 Score
G08 501 League -20, -40, -60, -80 Score
G09 601 League -20, -40, -60, -80 Score
G10 701 League -20, -40, -60, -80 Score
G11 801 League -20, -40, -60, -80 Score
G12 901 League -20, -40, -60, -80 Score
G13 Cricket L1 L2 L3 L4
G14 No Score Cricket L1 L2 L3 L4
G15 Cut Throat Cricket L1 L2 L3 L4
G17 Low Pitch Cricket L1 L2 L3 L4
G20 Single Only Cricket L1 L2 L3 L4
G21 Double Only Cricket L1 L2 L3 L4
G22 Triple Only Cricket L1 L2 L3 L4
G25 Count Up +20, +40, +60, +80 Score
G26 Light Out -1, -2, -3, -4 Light
G27 Light Up -1, -2, -3, -4 Light
G29 Color Shot 2 -1, -2, -3, -4 Mark
G30 Light Off Warfare -1, -2. -3, -4 Light
G40 Shanghai +20, +40, +60, +80 Score
G41 Halve-It +20, +40, +60, +80 Score
G42 Big-6 -1, -2, -3, -4 Lives
G44 Shoot Out +1, +2, +3, +4 Marks
G45 9 Lives -1, -2, -3, -4 Lives
G46 Double Down +20, +40, +60, +80 Score
Quick Reference For Ion Dartboard Item 42-0003
In/Out Single/Double/Master Options
If Selecting Option Then
L01 No icons are lit up Single In/Single Out
L02 D. IN icon lit up Double In/Single Out
L03 D.OUT icon lit up Single In/Double Out
L04 D. IN and D.OUT icons lit up Double In/Double Out
L05 M. OUT icon lit up Single In/Master Out (double or triple)
L06 D. IN and M. OUT icons lit up Double In/Master Out (double or triple)

Specifications

Indexed Terms: Electronic Dartboard

Viper 42-0003 Questions and Answers

Questions and Answers

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