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Echowell 208 Instruction Manual

Electronic dart game
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E L E C T R O N I C D A R T G A M E
INSTRUCTION MANUAL
208 / 208c / 216 / 216c
4403000183_n4#英文
INTRODUCTION
 Read this manual carefully and familiarize yourself with the dart game before you use
it.
 This user's manual is printed for 208/ 208C/ 216 /216C. The 216 / 216C are designed
for 1 to 16 players to play 30 game series, and 208/ 208C allow 1 to 8 players to play
21 game series.
 The 30 game series are 301 to 1001, Cricket, LUDO (Mensch Ä rgere Dich Nich),
Killer, Scram, Over, Under, Count Up, High Score, Around the Clock, Random Shoot,
Shanghai I, II & III, Half It, Follow the Leader, Free, All 51 by 5, Bngo, 21 Point,
Penny, DD41, Best Ten, Red & Green, 9 Lives, English Cricket, Billiards (9 ball),
Snooker, Baseball, Golf and Tennis.
 All descriptions about games of LUDO, Killer, 21 Points, Shove Ha Penny, Best Ten,
Red & Green, English Cricket, Soccer and Snooker are not suitable for 208/ 208C.
Meanwhile it is 8 players if you purchase 208/ 208C when we mention 16 players in
game rules.
 Patented large "DIAMOND" catch area traps missed darts.
 Fifteen sound effects and sound on/off option.
 Delete button allows the player to eliminate score of bounce-out or mistaken
operations.
 The power will turn off power automatically after play is suspended for about 5
minutes. It will be turned on power and the game will be resumed later at a touch of
any key.
 "Stuck" indication allows the player to quickly and easily correct stuck segment of the
dartboard.
 Includes AC/DC adapter, 6 soft-tipped darts and 14 spare tips.
QUICK SET UP INSTRUCTIONS
1. Insert the adapter into an electric outlet then insert the Plug into the jack on the
right-side of the dartboard.
2. Press any button to stop the LED auto-test scanning.
3. Press Game button to select a desired game series, and press Option to select a
desired game option.
4. Press Change button to confirm the game and option setting and change to the next
setting panel.
5. Press Player button to choose 1 to 8 or 16 players or 2 teams/players, and press
Double button to select double in/out for '01 games only. Press Player button to choose 1
to 8 to 16 players, or 2 teams.
6. Press Change button to start the game.
7. Press Change button after each round for player change.
8. Press and hold >RE-START button for 2 seconds to re-start a new game.
SAFETY NOTICE
1. This game is designed for soft-tipped darts only, the steel-tipped dart will damage
the dartboard.
2. Darts are an adult game. Includes functional sharp points/edge, children should play
with adult supervision.
3. Always pay attention to the game; never throw a dart without first looking to make sure
the playing area is clear.
4. This device includes small parts and is not intended for children under 3 years old.
5. This device must only be used with attached transformer (9v DC/500mA output).
6. Disconnected the device from the transformer before cleaning.
Please save this user's manual in its entirety because it not only contains detailed
information for this dart game, but is also evidence for product warranty.
NEW-DARTMENU 216-EN1
PHYSICAL DESCRIPTIONS
INSTALLATION
1. Select a suitable location that complies the international standard for height and
distance shown in the figure, and be sure the cable length of the adapter is long
enough to extend from the dartboard to an electrical outlet.
2. Drill the upper screw hole at a height of 6 3 7/8" (193cm) from the floor, and the
lower screw is 1' 3 3/4" (40cm) below the upper screw vertically.
3. Hang the dartboard securely on the 2 screws. Pull on the dartboard to be sure
that it is hung securely before letting go of the dartboard.
4. The 2 fixed screws should be no longer than 8mm in length from screw gaps
to the wall to avoid damaging the inner circuit, and to fix the dartboard firmly.
DARTS and TIPS
1. The plastic tips will break easily and it also hard to remove the dart from the
dartboard if you use heavy darts. Soft-tipped darts weighting 12 to 16 grams are
most suitable for he electronic dartboard. Do not use darts weighting over 19 grams.
2. Do not attempt to push the broken tips into the inner part of the dartboard when the
plastic tip is broken and stuck on the holes of the target segments. In this way, the
broken tip which is at the inner part of the dartboard will obstruct the target segment
from moving smoothing and sensing the signal exactly. Please refer to the
descriptions in the Trouble Shooting section of this book. Release the screws on the
bottom cover of the board to take up the bottom cover, holding the broken tip with a
needle-nose pliers, then push it out from the inner side of the target segment.
BUTTONS OPERATIONS
The dartboard has 3 buttons with different functions as following:
Buttons
Set Up A Game
Plays A Ggame
CHANGE
Confirm the setup.
Change to the next player.
-
Restart a new game.
>RE-START
GAME/PLAYER
Game/Player options.
-
>DELETE
-
Delete the current dart's score.
Score Review
-
Review all players' score.
OPTION
Double In/Out
-
HOLD
-
To freeze/unfreeze the dartboard
>SOUND
Sound on/off
Sound on/off
1. The symbol of "
>" means you have to press and hold the button for 2 seconds to
operate the function such as Delete, Sound, RE-Start.
2. The player just press the button to operate the button function in case of no
symbol.
LED DISPLAYS
1. The 2 LED windows display scoring status for the current player only.
2. The dartboard displays "PL-# and rd#" the player's cumulative score" to indicate which
round and which player's turn it is after press the change button to begin the game or to
change to the next player.
3. "PL-# and 1, 2, 3 or 4 dots" appear on the Temporary Score window to indicate it is
player 1, 2, 4 or 4's turn it less than 4 players are selected. Dots of player numbers
will disappear when more 4 players are selected.
4. Three flicking dots appear on the Cumulative Score window to indicate the residual
darts of this round to be thrown. Each scored dart will eliminate one dot. It also
shows the dartboard is at Start status. The dartboard displays "P#F# and the final
score" and "#rd" alternatively to indicate which player wins the game at which round,
and a melody plays for the winner.
5. The dartboard indicates the patented closed status of a Cricket game as below:
The close status of each number is displayed on the bottom rows displays for the
current player.
The middle mark lights to indicate the current player has no dart on the number.
The lower 3 marks indicate the current close status.
The upper left mark lights to indicate the number has been closed by a player at
least.
The top mark lights to indicate the number has been closed by all other players,
and the current player cannot get points from this number after he/she closed the
number.
GAME RULES
SOME GENERAL DART RULES
1. A round (turn) shall consist of 3 darts. Any dart bouncing off, or falling out of the
dartboard shall not be re-thrown.
2. All players throw in sequence. To decide the throwing sequence by throwing the Bull,
the player throwing closest the bull's-eye shall throw first.
3. The singles shall score as the face number of the segment, the double (or triple)
rings shall score double (or triple) the segment number, the outer bull shall score 25
points and the inner bull shall score 50 points (double 25).
'01 GAMES: 301, 501... to 1001 (A01)
1. Each player starts at a beginning score of 301, 501...901 or 1001. The object of
the game is to reduce each round's score from the beginning score. When the
player reaches zero exactly, they finish the game.
2. The round is a BUST (display buSt) when a player throws a dart resulting a score
higher than the residual score that can not reach a zero score exactly. It will stop
the current round and return the player's score to the last round's score of the
current player.
3. There are 4 double IN/OUT options in each '01 game.
DOUBLE IN: The player must hit a number in the double ring or the inner
bull's-eye to start the game.
OPEN IN: Hit any number to start the game.
DOUBLE OUT: The player must hit a number in the double ring or the inner bull
to get the score to zero exactly and finish the game. It will be a
bust round when the player's score falls to 1 point under the
double out option status.
OPEN OUT: A number is hit that reaches the score of zero exactly to finish the game.
SCORE CRICKET (SUPER CRICKET)
1. The object of Score Cricket is for each player/team to "close" each number from
15 through 20 plus the bull's-eye. The first player/team to "CLOSE" all numbers
and the bull's-eye, and to be even or ahead on points wins.
2. A player closes a specific number or the bull's-eye by hitting 1 triple, 1 double
plus 1 single, or 3 singles. The outer bull is considered a single and the inner bull
is a double.
3. The player to "close" a specific number "owns" the number and can score points
on this number until all of the players also close it.
NO SCORE CRICKET
The game of No Score Cricket is simpler than Score Cricket. The object of this
game is to only "Close" the numbers 15 through 20, plus the bull's-eye. The first
player to close all the target numbers wins the game. There is no need to compare
the scores.
CUT-THROAT CRICKET
1. The game plays the same as Score Cricket, except that when a player closes a
number, the score for all further hits to that number are given to the opponents
with that same number open. The first player with all his/her numbers closed and
lowest score wins.
2. All the displays for Cut Throat are the same as the Score Cricket game.
LUDO (Mensch Ärgere Dich Nich): 300 to 900
1. Rules of the LUDO dart game:
a). Each player starts the game with 0 points and adds to their cumulative score
with each scored dart, but any previous player's cumulative score may fall back
to 0 points again when the previous player is "killed" by the current player. To
kill an opponent (making the opponent re-start from 0 points) by scoring the
current player's score as the same value of the tens and units (compare 2
digital value of the 10' and 1' only, no need to compare 100') as the previous
player's cumulative score. Each scored dart can kill an opponent, and it is
possible to kill all 3 opponents in a round.
b). The current player will increase 1 "Life" when he/she kills an opponent one time.
c). Any cumulative score between 0 to 29 points is in the safety zone, and the
current player can not kill the opponent's score back to 0 points when the
previous player's cumulative score is less than 30 points.
d). There are two ways to win the LUDO dart game:
 The cumulative points reach or go over a target score. The target score can
be preset from 300, 400... to 900 points (in 100 points increments).
>
 Kill the opponent(s) 7 times (accumulating to 7 lives).
2. Score gap displays:
The dartboard will compare the 2 digital value of the 10 and 1 of the current
player's score with the others. If the score gap is less than 60 points, the
dartboard will display the score gap with the previous player number. It will display
all the score gaps alternatively if there are over 2 score gaps less than 60 points.
It will show the "--H-" symbol if no score gap is less than 60 points. For example:
39H7 and 43H2 displayed alternatively means the current player can hit 39 to
killer player 7 and hit 43 to kill player 2.
KILLER
1. The object of the game, as the name suggests is to "kill" the opponents' lives before
your own is eliminated. The last player/team remaining "alive" is the winner.
2. The game can play all numbers except the bull's-eye.
3. At the beginning of the game, each player should throw one dart with the
opposite hand to select his/her own number. Every player must have a different
number if a player misses the board or hits a number already taken or a
bull's-eye, he/she must throw again.
4. There are 2 game options: Killer (Double Ring), Killer (3-7 Life).
KILLER: 3-7LF (LIVES)
1. In 3-7 LF option:
a). Each player owns no lives at the beginning of the game.
b). The player will become a killer if he/she has accumulated the preset number
of lives by hitting his/her own number. Players can set the number of lives
from 3LF to 7LF.
c). A killer won't add or lose his/her lives any longer by hitting his/her own
number.
d). A killer may lose the title of killer if other killers hit his/her number, but he/she
can become a killer again if he/she can reach the preset number of lives.
e). All of doubles and triples count as singles.
f). A player may add one life to another player by accident and a melody "Ha, Le,
Lu, Ya" sounds.
g). A killer cannot throw a dart to kill a player out of the game before the player
gets his/her first mark. The first hit of the player's number by a killer will add
one life mark to the player.
h). The player will be out if the killer hits the number again with any residual
darts.
2. The last one to have any lives left wins.
KILLER: DBL (DOUBLE RING)
1. The "dbL" option is the traditional killer game, meaning:
a). A player must hit the "double ring" of his/her own number once, and then he/she
becomes a killer.
b). The killer also must hit the "double ring" of the opponents' numbers to kill their
lives. The killer may kill himself/herself by accident and lose one life if a player
hits his/her own number.
c). A killer is always a killer unless he/she loses all lives and is out.
2. The last one to have any lives left wins.
Scram Cricket: 7t (7 targets)
1. The game plays the same as Scram, except that the game uses the cricket
numbers 15 to 20 and the bull's-eye. Each must be hit three times to erase the
number.
2. Stoppers erase a specific number by hitting 1 triple, 1 double plus 1 single, or 3
singles. The outer bull is considered a single and the inner bull is a double.
Scram: 21t (21 Targets)
1. The game plays all the numbers, 1 through 20 and the bull's-eye. The LED
display the "ErASEd" status of 21 numbers, each mark indicates one number as
below:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
20
19
18
17
16
15
14
13
12
11
10
9
7
6
5
4
3
2
2. The task for the Scorer is to score as many points as possible by hitting any one
of the numbers. The stoppers' task is to hit each number 1-20 and the bull's-eye
one time in any order.
3. The Scorer round is finished when all numbers are erased.
4. The one with the highest score wins the game.
Over: Con, Ldr Options
1. The object of this game is for players to take turns shooting for a 3-dart score
that is equal or higher than the "Leader's Score".
2. Your score will become the new leader's score and you do not lose a life when
your score of a round is equal or higher than the previous leader's score.
Otherwise, you will lose a life.
3. Each player starts with 7 lives, and the last player alive wins the game.
Over: Con (Continue)
With the "Con" option of the Over game, the leader will also lose a life when
he/she has a score in a round that is lower than the leader's score (it is scored by
himself), and the leader's score is kept at the Highest value always. The score
can only be increased.
Over: Ldr (Leader)
The dartboard will show "---" and "LEA" for the previous leader if there are not any
opponents who have become the new leader after a round. This indicates the
player has the right to re-issue a new leader's score and does not lose any lives,
although the new leader's score is lower than the previous leader's score.
Under: Continue, Leader Options
1. The object of this game is for players to take turns shooting for a 3-dart score
that is equal to or lower than the "Leader's Score".
2. Your score will become the new leader's score and you do not lose a life when
your score after a round is equal to or lower than the previous leader's score. If it
is not, you will lose a life.
3. Each player starts with 7 lives, and the last player alive wins the game.
4. Each missed dart counts as the top score of 60 points.
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Summary of Contents for Echowell 208

  • Page 1 OPEN OUT: A number is hit that reaches the score of zero exactly to finish the game. number. for 1 to 16 players to play 30 game series, and 208/ 208C allow 1 to 8 players to play 2. Stoppers erase a specific number by hitting 1 triple, 1 double plus 1 single, or 3 21 game series.
  • Page 2 It can be changed to traditional rules, and the “Leader” option is modified by the ECHOWELL and it is 4 to 1 in sequence. After hitting a number in play, the player may proceed to the 2.

This manual is also suitable for:

208c216c216