Item No. 882
Thank you for selecting the electronic
dartboard!
CONTENT
Please read this manual carefully and keep it for future reference.
announcement.
should be 5 feet 8 inches (1.73 meters)
from the floor.
distance from the face of the dartboard
to the front of the throw line should be
7 feet 9 1/4 inches (2.37 meters).
screws to install the bracket to the
wall, using wall anchors if not
positioned over a stud. Place the
dartboard onto the Mounting Bracket
and check for tightness against the
wall.
battery compartment can be opened from the back to install the batteries.
relatively high-power consumption. It is recommended to use a USB-
C cable for power supply.
Segment Scores
Double Ring Score*2
Outer Single Ring Score*1
Triple Ring Score*3
Inner Single Ring Score*1
Single bullseye 25*1=25
Double bullseye 25*2=50
This product is equipped with an auto shut-off feature. After 10 minutes of
inactivity or without dart-throwing, the system will automatically enter power-
saving mode. At this time, pressing any key will resume the current game
"GAME" Button
"OPTION" Button
"PLAYER/SCORE" Button
ranging from solo play to 8 players.
Press once to display the scores of players 1, 2, 3, and 4; press twice to display
the scores of players 5, 6, 7, and 8.
"HANDICAP " Button
adjusting different sub-game options for each individual player. Note that
some games have no handicap function.
"ELIMINATE/TEAM " Button
off without sticking firmly but have already been recorded.
C4) for matches such as 2 vs 2, 3 vs 3, or 4 vs 4.
"CYBERMATCH" Button
players to choose from (C1 – Professional, C2 – Expert, C3 – Advanced, C4
– Intermediate, C5 – Beginner). To cancel this mode and restore human-vs-
human mode., press “PLAYER/SCORE” button.
" DOUBLE" Button
activate features of "Double In" and "Double Out".
"START/NEXT" Button
"SOUND" Button
"MISS" Button
register and score zero for darts that land outside target areas.
Options: 101, 201, 301, 401, 501, 601, 701, 801, 901
Players start with a set score and subtract their dart scores to reach exactly zero.
The goal is to be the first to reach zero.
701, 801, or 901 according to the options selected.
from those darts are deducted from their current total.
"bust," and their turn ends. Their score reverts to what it was at the start of
the turn.
exactly zero. A bust occurs when a dart leaves a score of less than 1.
the game. A bust occurs when a dart leaves a score of less than 1.
Options: 100, 200, 300, 400, 500, 600, 700, 800, 900
Players start at zero and add their dart scores to reach target score. The goal is to
be the first to reach the predetermined target score.
600, 700, 800, or 900 according to the options selected.
each dart hit are added to the player's total score.
Options: 000, 020, 025
Players aim to close designated numbers but no points are scored on the
scoreboard. The goal is to be the first to close all numbers.
close it. A single is one hit. A double counts as two hits. A triple counts as
three hits.
17, 16, 15, and the bullseye in sequence.
16, 17, 18, 19, 20 in sequence.
Options: A00
This is a two-player game where roles alternate: one player, the Stopper, tries to
close numbers (15-20 and Bull), while the other, the Scorer, tries to rack up points
on the remaining open numbers. After each player throws three darts, the roles
switch for the next round, with the original Scorer becoming the new Stopper and
vice versa. The game lasts two rounds (one as Scorer, one as Stopper), and the
player with the highest score wins, having both scored points and prevented their
opponent from scoring.
Options: E00, E20, E25
Players aim to close designated numbers and add their dart scores as high as
possible. The goal is to be the first to close all numbers and have a higher score
than their opponent.
close it. A single is one hit. A double counts as two hits. A triple counts as
three hits.
subsequent hits on that number. For example, if you've closed the 20, a single
20 is worth 20 points, a double 20 is 40 points, and a triple 20 is 60 points. If
all players close that same number, scoring on that number stops for everyone.
19, 18, 17, 16, 15, bullseye in sequence.
15, 16, 17, 18, 19, 20 in sequence.
Options: C00, C20, C25
Players aim to close designated numbers and give points to the opponents. The
goal is to be the first to close all numbers and have a lower score than their
opponent.
close it. A single is one hit. A double counts as two hits. A triple counts as
three hits.
they score points for their opponents who have not yet closed that same
number. If the opponent has the number closed as well, then no marks will
be added to that player.
18, 17, 16, 15, bullseye in sequence.
16, 17, 18, 19, 20 in sequence.
Option: d00, d20, d25
The game and scoring rules are the same as G05 Score Cricket, except that the
double segment of the designated segment must be hit first before the game can
continue.
Option: P00, P20, P25
Players aim to close designated numbers but no points are scored on the
scoreboard. The goal is to be the first to close all numbers.
close it. A single is one hit. A double counts as two hits. A triple counts as
three hits.
the excess hits will be credited to the next player.
17, 16, 15, and the bullseye in sequence.
16, 17, 18, 19, 20 in sequence.
Option: 105, 110, 115, 120
Players must hit each number on the dartboard in sequential order, with the first
player to successfully hit all numbers winning the game. Each player takes turns
throwing three darts, but they cannot advance to the next number until their dart
lands in the segment of the current target number.
respectively, with single, double, and triple rings all acceptable.
Option: 205, 210, 215, 220
The game and scoring rules are the same as G09 Round Clock, except that order
starts from 1 and proceeds to 5, 10, 15, 20 respectively, with only double rings
acceptable.
Option: 305, 310, 315, 320
The game and scoring rules are the same as G09 Round Clock, except that order
starts from 1 and proceeds to 5, 10, 15, 20 respectively, with only triple rings
acceptable.
Option: 3, 5, 7, 9, 11, 13, 15, 17, 19, 21
Players start at zero and add their dart scores to exceed the target score to keep
their lives. The goal is to be the last to have a life left.
screen.
screen. Once the player has a higher total score in a round, his/her score
becomes the new target score to chase.
from those darts are adding.
previous highest score made in a turn; otherwise, he/she will lose a life.
Option: U03, U05, U07, U09, U11, U13, U15, U17, U19, U21
Players start at zero and add their dart scores to below the target score to keep
their lives. The goal is to be the last to have a life left.
screen.
score becomes the new target score to chase.
from those darts are adding.
previous lowest score made in a turn; otherwise, he/she will lose a life.
Option: H03、H05、H07、H09、H11、H13、H15、H17、H19、H21
Players start at zero and add their dart scores. The goal is to get a highest score
after all players have completed the set number of rounds.
rounds for the match, with 3 darts per round.
each dart hit are added to the player's total score.
with the highest score wins the match.
Option: -05, -07, -09, -11, -13, -15, -17, -19, -21
Players aim to hit the target number and deduct scores from the determined
starting score. The goal is to be the first to reach zero.
is 5 scores.
the LED screen.
and are subtracted from the starting scores.
considered as a miss.
Option: 3, 5, 7, 9, 11, 13, 15, 17, 19, 21
Players get a number and must first hit the number to become a "Killer," then
eliminate opponents by hitting their target numbers to take their lives, with the
last player remaining winning.
for "Select"), indicating that each player begins selecting their "target" sector.
After the first player throws a dart, a sector is selected and displayed. Press
the "START/NEXT" button to proceed to the next player's "target" sector
selection. Once all players have chosen their "target" sectors, the computer
automatically enters the normal competition phase.
throwing begins. A player can only become a "killer" when they hit their own
target sector.
already a killer), the player loses one life point. Life points are displayed
directly on the screen. When a player becomes a "killer," if they hit their own
target sector, they will lose their "killer" status and forfeit one life point. The
killer should aim to hit the opponents' numbers to reduce their life points.
declared the winner.
Option: 203, 205, 207, 209, 211, 213, 215, 217, 219, 221
Similar to the G16 Killer game, with the only difference being that a player can
only become a "killer" by hitting the double ring of their selected target sector.
Option: 303, 305, 307, 309, 311, 313, 315, 317, 319, 321
Similar to the G16 Killer game, with the only difference being that a player can
only become a "killer" by hitting the triple ring of their selected target sector.
Option: 51, 61, 71, 81, 91, 101, 111, 121, 131, 141, 151
In each round, the total score from a player's three darts must be divisible by five.
The quotient obtained by dividing the total score by five is the player's score for
that round. The first player to reach or exceed a target score of 51, 61, 71, 81, or
91 points wins.
If the total score of the three darts is not divisible by five, the player scores no
points for that round. If a dart is invalid (bounced out or missed), the player does
not continue throwing the remaining darts for that round and receives no score.
The player can then press START/NEXT to proceed directly to the next round.
Option: 1, 5, 10, 15
Players must hit each number on the dartboard in sequential order. The first player
to successfully hit all numbers and have highest scores wins the game. Each target
number has 1 chance of being hit. If players hit the target number, scores are
accumulated. If players don't hit the target number, it is missed, and no chance to
hit that area again.
highest score wins the game.
Option: 201, 205, 210, 215
Similar to G20 game, with the only difference being that only hits on the double
ring of the target sector are valid.
Option: 301, 305, 310, 315
Similar to G20 game, with the only difference being that only hits on the triple
ring of the target sector are valid.
Option: 10, 20, 30, 40, 50, 60, 70, 80, 90
The objective of the game is to achieve the lowest possible score.
order (first round at sector 1, second round at sector 2, and so on). If a dart
hits the target sector, the computer prompts "Yes"; otherwise, it prompts "No".
If a player fails to hit the target sector with all three darts in a round, it is
considered a "Bad Throw" and scores 5 points. Hitting the triple ring scores
1 point (Eagle). Hitting the double ring scores 2 points (Birdie). Hitting the
single area scores 3 points. The player can finish the target sector with any of
their three darts, and the score is based on the last dart that successfully hits
it.
willing to accept the 3 points, they may choose to proceed to the next round.
However, if they attempt to achieve a lower score by continuing to throw at
the sector but fail to hit it with the remaining two darts, they will be penalized
with 5 points.
or exceeds the target score. The game ends when only one player remains or
after all 18 rounds have been completed. The final ranking is determined from
the lowest score to the highest.
Option: 132, 141, 168, 189
The computer automatically displays the target sectors in sequence. The first
player to hit all required sectors three times each wins.
A single area hit counts as 1. A double ring hit counts as 2. A triple ring hit counts
as 3.
Option: 3, 5, 7, 9, 11, 13, 15, 17, 19, 21
"Target" number.
this "Target" with their first or second dart, they can use their next dart to
establish a new "Target." If they hit the "Target" with their third dart, or if
they fail to establish a new valid "Target," the computer will randomly
generate a new "Target" for the next player.
1 life point. The same "Target" is then passed to the next player.
is valid. The computer will prompt "Yes" for a hit and "No" for a miss.
Option: H03, H05, H07, H09, H11, H13, H15, H17, H19, H21
Similar to the G25 game, with the only difference being that a player must hit the
exact same segment (single, double, or triple) as the current "Target" for the hit
to be valid. Hitting the same number but in a different segment does not count.
Option: 101, 201, 301, 401, 501, 601, 701, 801, 901
Players start at zero and add their dart scores to reach target score. Gotcha
happens when the opponent has the same score. The goal is to be the first to reach
the predetermined target score.
601, 701, 801, or 901 according to the options selected.
each dart hit are added to the player's total score.
then gotcha is successful, and that player's score will be reset to zero.
they “bust” and their score reverts to what it was at the start of the turn.
This product has high power consumption. Under normal conditions, it is
recommended to use the USB-C cable to supply power. Using battery
power will result in rapid battery depletion. When the battery power is insufficient,
some functions may become less responsive.
Confirm that the power adapter is properly connected to both the electrical
outlet/power strip and the dartboard's power input jack.
Check if the board is in game setup mode or a paused state. Additionally, check
if any scoring segments or buttons are stuck.
Occasionally, a scoring segment may become stuck during shipping or even
normal play, causing scoring to fail. In this case, an alert sound will be heard, and
the indicator light will flash "Err" followed by the sector number/location,
indicating which segment is stuck. Gently remove any dart from the stuck
segment, or lightly press and wiggle the segment back and forth with your finger.
It will usually reset quickly. The game will then resume from the current state
and continue scoring normally.
Plastic dart points are much safer but less durable. If a point breaks and part of it
remains stuck inside a scoring segment, carefully remove it using suitable
tweezers. If the broken point is too short and does not protrude from the board
surface, you can also push it directly through the segment hole into the board
interior. Plastic points will not damage the circuitry beneath the segments.
Strong Recommendation: When pushing very short broken points into the board,
always use an intact plastic dart point. Do NOT use metal tools. Inserting a metal
tool too deeply into a segment hole can easily damage the circuitry. Generally,
heavier darts are more prone to breaking points.
In extreme cases, strong electromagnetic interference may cause the board to
malfunction or score incorrectly. Examples include severe lightning strikes,
significant power fluctuations, low voltage conditions, or placing the board too
close to electric motors or microwave ovens. Before restarting the game, unplug
the power adapter, wait a few seconds, and then plug it back in. Ensure any such
interference has been resolved before performing these steps.