Arachnid CricketMaster 300 Electronic Dartboard

Instructions and Rules

Model: E300ARA

Manufacturer: Escalade Sports

Website: www.escaladesports.com

Introduction

Congratulations on your new Arachnid CricketMaster 300 Electronic Dartboard! This manual provides instructions for setup, operation, and a variety of games.

WARNING! This is not a child's toy. Adult supervision is required. Please read instructions carefully. Proper use of this set can avoid damage or injury.

WARNING! Electronic Dart Boards are designed to be used with Soft (Plastic) Tipped Darts. DO NOT USE STEEL TIPPED DARTS or DARTS OVER 20 GRAMS TOTAL WEIGHT. Use of Steel Tipped Darts or Darts weighting more than 20 grams will damage the electronic board and automatically void the warranty.

Caution: Changes or modifications not expressly approved by the party responsible for compliance could void the user's authority to operate the equipment.

The Originator of Electronic Darts: Arachnid, Inc. Arachnid, Inc. invented state-of-the-art electronic dart technology, bringing the popular pub game into the home and earning a reputation for quality and innovation.

Your electronic soft-tip dart game is a precision engineered product designed for years of fun.

Dart History

Darts have a long history, originating from prehistoric hunting tools. The modern game evolved in English pubs during the 19th century. Darts were once considered a game of chance and were illegal in England until 1908, when it was proven to be a game of skill.

Unpacking the Game

Save the original box, packaging, and receipts for potential service returns. Ensure all parts are included:

Tools Required for Assembly:

Parts Identifier:

Mounting Instruction

Diagram Description: The diagram shows a wall stud with two marks for mounting screws. The upper mark is 75 5/8 inches (192.09 cm) from the floor, and the lower mark is 15 5/16 inches (38.91 cm) below the upper mark. The bullseye should be located 68 inches (172.72 cm) above the floor. An electrical outlet is shown near the floor.

  1. Choose a location near an electrical outlet with at least 10 feet of clear space in front.
  2. Locate a wall stud. Mark two points: 75 5/8" from the floor, and 15 5/16" below that. Drill pilot holes and insert mounting screws, leaving about 3/16" (5mm) protruding.
  3. Align the dartboard's mounting holes with the screw heads and mount the game.
  4. Adjust screws for a snug fit. The bullseye should be 68" (172.72cm) above the floor.
  5. Place a toe line 97 1/2" (248cm) from the wall as a throwing distance guide.
  6. Connect the AC adapter: insert the round plug into the lower left side of the dartboard and the pronged plug into an electrical outlet.

General Device Operation

  1. Connect the AC adapter as described in mounting instructions.
  2. Press the POWER button to turn on the device. The dartboard will display a welcome message and play a melody.
  3. Press the GAME button repeatedly to select a game. The selection appears on the 1st player score display, with full descriptions on the text screen.
  4. Press the CRICKET button for quick access to Cricket games with preset options (e.g., G10 Cricket: 1 player, options L01).
  5. Press the # OF PLAYERS button to select the number of players.
  6. Voice Record Feature: To record player names, press VOICE RECORD, then PLAYER to select the player, then press and hold VOICE RECORD while speaking clearly into the microphone (within 12 inches). A double beep indicates the end of recording (approx. 2 seconds).
  7. Solo Play: Press SOLO PLAY to set up a computer opponent. Select skill level (L1: Beginner to L5: Professional).
  8. Press GAME OPTIONS to select game options or difficulties for all players.
  9. For handicap play, press PLAYER HANDICAP, select the player, then select the handicap option.
  10. Game selections will scroll on the 12-digit text screen.
  11. Once selections are confirmed, press START GAME / NEXT PLAYER ▶️ to begin.
  12. If a dart does not stick, press BOUNCE OUT AMEND to eliminate the score.
  13. The dartboard announces "Winner" when a player wins. To end the game, hold POWER or press NEW GAME.
  14. Press VOLUME to cycle through volume settings (Hi, Nor, Lo, Off).
  15. Selectable Single or Double Bull Option: For games G01-G15, choose to have the outer bullseye count as 25 (single) or 50 (double). The inner bullseye always counts as 50 (double). Press the BULL button to select Single or Double Bull.
  16. The device enters sleep mode after 5 minutes of inactivity, preserving scores for 30 minutes. Press any key to resume.
  17. Press and hold POWER for 1 second to turn off the device.

Game Table

This table lists available games, their difficulty/options, and the number of players.

No. Game Difficulty / Options No. of Players
G0130161-8
G0250161-8
G0360161-8
G0470161-8
G0580161-8
G0690161-8
G07301 League64
G08GOTCHA!22-8
G09Quick Cricket31-8
G10Cricket31-8
G11Cut Throat Cricket32-8
G12Scram Cricket12
G13Double Only Cricket31-8
G14Low Ball Cricket31-8
G15Wild Card Cricket11-8
G16Double Down11-8
G17High Score101-8
G18Ace61-8
G19Killer112-8
G20Count-Up91-8
G21Round The Clock121-8
G22Shoot Out101-8
G23Horse12-8
G24Bermuda Triangle11-8
G25Shanghai121-8
G26Golf101-8
G27Shove a Penny12-8
G28Football11-8
G29Bowling61-8
G30Baseball31-8
G31Over32-8
G32Under32-8
G33Big 651-8
G34Forty One11-8
G35All Fives51-8
G36Nine-Dart Century31-8

Game Instructions

Detailed rules for each game are provided below. Each game may have multiple options (e.g., L01, L02) affecting gameplay.

G01 301

Objective: Reach exactly zero points. Busts occur if a score exceeds zero. Six options (L01-L06) define starting and ending rules (e.g., Single In/Single Out, Double In/Double Out, Expert Out).

Games G02-G06 (501, 601, 701, 801, 901) follow the same rules as 301 but with different starting scores.

G07 301 LEAGUE

Similar to 301, but played in teams of two. Includes a "freeze rule" where a player is frozen if their score is higher than the combined scores of opponents.

G08 GOTCHA!

Objective: Reach 301 exactly. Players can "Bomb" opponents by matching their score with a dart, setting the opponent's score to zero. Busting occurs if a player exceeds 301. Options L01 and L02 affect how busts are handled.

G09 QUICK CRICKET

Objective: Be the first player to "open" numbers 15-20 and the bullseye by hitting them three times. Marks are indicated by colored lights (green=1, amber=2, red=3). Doubles count as two marks, triples as three. No score is accumulated. Options L01-L03 define the order of opening numbers.

G10 CRICKET

Similar to Quick Cricket, but players score points by hitting "opened" numbers. A number is closed when all players have hit it three times. The winner has closed all numbers and has the highest score. Options L01-L03 define the order of opening numbers.

G11 CUT THROAT CRICKET

Like Cricket, but scores are given to opponents who have not closed a number. The winner closes all numbers and has the lowest score. Options L01-L03 define the order of opening numbers.

G12 SCRAM CRICKET

A 2-round variation. Round 1: Player 1 closes numbers 15-20 and bullseye; Player 2 scores on open numbers. Round 2 reverses roles. The player with the most scores wins.

G13 DOUBLE ONLY CRICKET

Players must hit the double of each cricket number to open it. Singles close the number, doubles score points. Options L01-L03 define the order of opening numbers.

G14 LOW BALL CRICKET

Uses numbers 1-6 and bullseye. Bullseye scores 8 points (single bull=4, double bull=8). A "wicket" is scored by hitting triple 1, 2, and 3 in one round. Limited to a 20-point spread. Options L01-L03 define the order of opening numbers.

G15 WILD CARD CRICKET

Numbers 7-20 and bullseye are constant. A random "wild card" number flashes and is locked in by players. The winner opens all numbers and has the highest score.

G16 DOUBLE DOWN

Starts with 60 points. Players must hit the segment for the current round (e.g., 15). Missing the segment halves the score. Doubles and triples must also be hit correctly. A table shows the progression of segments and options.

G17 HIGH SCORE

The player with the highest score wins. Starts with zero points. Options L01-L10 determine the number of rounds.

G18 ACE

Practice game for accuracy. A random number appears each turn; hitting it scores points (single=1, double=2, triple=3, single bull=4, double bull=6). Missed numbers score zero. Highest score wins. Options L01-L06 determine the number of rounds.

G19 KILLER

Players select a number by hitting a segment. To become a "killer," a player must hit the double of their selected number. Killers eliminate other players by hitting their numbers. The last player with "lives" wins. Options L01-L11 determine how lives are lost.

G20 COUNT-UP

Score accumulates with each dart. The first player to reach or exceed the set point wins. Options L01-L09 set the target score.

G21 ROUND THE CLOCK

Players hit numbers in strict order (1, 2, 3... up to 20, bullseye), with options for straight, double, or triple hits. Hitting the wrong number ends the turn. The first player to reach the last score wins. Options L01-L12 define the target numbers and segment types.

G22 SHOOT OUT

Computer displays a target score. One correct hit scores one mark. The first player to reach a set number of marks (11-20) wins. Missed darts (after 10 seconds) do not count. Options L01-L10 define the goal mark.

G23 HORSE

Players try to hit a randomly chosen number as many times as possible. Singles score 1 hit, doubles 2, triples 3, single bull 4, double bull 6. Players start with 5 lives; the player with the lowest score in a round loses a life. The last player with lives wins.

G24 BERMUDA TRIANGLE

Each round designates a number or area to hit. Points are accumulated based on segments hit. Example: Round 1 requires hitting 12 (single=12, double=24, triple=36). Round 4 is any double, Round 8 is any triple. Missing all three darts in a round halves the score. Highest score wins.

G25 SHANGHAI

Target numbers change each round (1-20, bullseye). Players throw 3 darts per number; most scores win. Three difficulty levels (L, X, P) affect scoring rules (e.g., L allows any segment, X requires doubles/triples, P requires specific doubles/triples). Options L01-L12 define target numbers and levels.

G26 GOLF

A 9-hole game where the objective is the lowest score. Players aim for segments 1 through 9 in consecutive rounds. Segment values: Double=2 (Eagle), Triple=3 (Birdie), Single=4 (Par), Miss=5 (Bogie). The hardest segments have the lowest scores. Missing all 3 darts results in a score of 5.

G27 SHOVE A PENNY

Uses numbers 15-20 and bullseye. Players hit numbers in order, aiming for 3 points per segment (single=1, double=2, triple=3). Excess points are passed to the next player. First to score 3 points in all numbers wins.

G28 FOOTBALL

Players select a "playing field" (number). Scoring starts from the double segment, proceeds through the bullseye, and to opposite segments in sequence. Example: Segment 11 requires D-11, S-11, T-11, etc. First to finish the sequence wins.

G29 BOWLING

Players select an "alley" (segment). Darts score points (pins) based on the segment hit: Double=9, Outer Single=3, Triple=10, Inner Single=7. Cannot hit the same single segment twice in a "frame." Perfect game scores vary by option.

G30 BASEBALL

Uses segments 9,12,5,20,1,18,4 and bullseye. Players throw 3 darts per inning. Scoring: Single=One base, Double=Two bases, Triple=Three bases, Bull's-eye=Home run. Most runs win. Options L01-L03 determine the number of innings.

G31 OVER

Players throw 3 darts per turn. The highest score becomes the "leader's score." If a player's score is not higher or equal to the leader's, they lose a life. Losing all lives eliminates the player. Last surviving player wins. Options L01-L03 determine the number of lives.

G32 UNDER

Similar to OVER, but the objective is to get the lowest score. The leader's score is the lowest score. A missed dart counts as 60. Options L01-L03 determine the number of lives.

G33 Big 6

Players challenge opponents to hit chosen targets. Must hit the current target first to pick the next. Starts with Single 6. Players lose a life if they fail. Options L01-L05 determine the number of lives.

G34 FORTY ONE

Similar to Double Down, but the sequence is reversed (20 to 15). Includes a round for a sum of 41 points.

G35 ALL FIVES

Each round, the total score must be divisible by 5. Every divisible '5' counts as one point (e.g., total 15 = 3 points). No points if the total is not divisible by 5 or if any dart is missed.

G36 NINE-DART CENTURY

Players have nine darts to score as close to 100 as possible. Going over 100 results in a "bust." Darts outside the scoring area reset the score to zero. Bounce-outs are not penalized but score zero. Options L01-L03 set the target score (100, 150, 200).

Trouble Shooting

No Power: Check outlet connection and circuit breaker/fuse.

Devices will not score or no sound: Check for stuck segments or buttons.

Stuck Segment: A message like "Error=03" will appear. This is often caused by a broken dart tip. A long tip can be pulled out with pliers. A short tip can be pushed through with a smaller object.

Electrical Interference: Under extreme conditions (storms, surges, radio/TV transmitters), the game may behave erratically. Disconnect power for 3 seconds and reconnect.

Cleaning the Device: Use a damp cloth. Avoid harsh chemicals like ammonia or acetone. Test cleaning solutions on an inconspicuous area first. Spilling liquids, exposure to weather, or user abuse are not covered by warranty.

Descriptions

Diagram Description: The diagram shows the dartboard and its components labeled with numbers 1 through 21.

*Dartboard shown above may differ slightly from actual product.

Limited Warranty

Escalade Sports warrants the Product for 90 days from the date of original purchase against defects in workmanship and materials under normal use in the United States and Canada.

Product Registration: Must be completed and mailed within 10 days of purchase.

What Is Covered: Defects in materials and workmanship.

What Is Not Covered: Damage from improper usage, negligence, misuse, abuse, transportation damage, acts of nature, accidents, commercial use, modifications, or repairs by unauthorized personnel. Also not covered are expendable items (batteries, bulbs, fuses, etc.) and costs for delivery, installation, assembly, or transport.

What the Company Will Pay For: At its option, the Company will repair, replace with a new product, or refund the original purchase price.

How To Obtain Warranty Service:

This warranty is valid only for the original purchaser in the United States and Canada. The Company's liability is limited to repair or replacement and does not include indirect, incidental, or consequential damages.

Contact Information:

Consumer Service Department
817 Maxwell Ave.
Evansville, IN 47711
1-800-526-0451
www.escaladesports.com

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