Arachnid CricketPro 450 Electronic Dartboard

The Originator of Electronic Dart Games!

Welcome and Important Information

Congratulations! We hope you will have many hours of enjoyable use with your new product!

STOP PLEASE KEEP YOUR INSTRUCTIONS!

Contact Information:

Hours: Mon.- Fri., 9:00 am to 5:00 pm EST

Replacement Parts: order online at www.escaladesports.com

Technical Support: customerservice@escaladesports.com / 1-800-526-0451

Index

Important Safety Warnings

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

Do not mix old and new batteries. Do not mix alkaline, standard (carbon-zinc), or rechargeable (nickel-cadmium) batteries.

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

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 voids the warranty.

Parts Identifier

The following components are included in this set:

#1 Mounting Hardware

1 pcs

#2 Screw Anchor

1 pcs

#3 Tip

12 pcs

#4 Steel Barrel

6 pcs

#5 Shaft

6 pcs

#6 Flight

6 pcs

A dart consists of a barrel, shaft, and flight.

Unpacking the Game

Unpack your new dartboard carefully, making sure all parts are included. The following components are included in this set:

Mounting Instruction

Choose a location to hang the dartboard where there is about 10 feet of open space in front of the board. The "toe-line" should be 7' 9 1/4" from the face of the dartboard.

Locate a wall stud and place a mark 76.75" from the floor. Insert a screw in the center of the wall stud at this height and hang the dartboard on this screw.

If not mounting into studs, be sure to use drywall anchors or other securing hardware appropriate to the wall you are using.

If you want to mount the dartboard even more securely to the wall, you can fasten four screws (not included) through the holes located in the catch ring area (the area outside the scoring segments). This will secure the board to the wall.

Center of bullseye should be 5' 8" from the ground.

Plug the A/C adapter (if provided, some models are battery powered) into the wall outlet and into the jack at the bottom right of the dartboard and you're ready to play.

Diagram Description: A vertical diagram shows the dartboard mounted on a wall. The center of the bullseye is marked as 173cm or 5' 8" from the floor. The "toe-line" is indicated as 237cm or 7' 9 1/4" from the face of the dartboard.

Dartboard Functions

Buttons Function

Display Protective Film

The electronic dartboard may have a clear film over the display area to prevent scratching during shipping. It is recommended that this film be removed before play to enhance display visibility. To remove, simply lift edge, peel off, and discard.

Electronic Dartboard Operation

  1. Press the POWER switch to activate the dartboard. A short musical introduction plays as the display goes through a power-up test.
  2. Press the GAME button until the desired game is displayed.
  3. Press the DOUBLE button (optional) to select starting and/or ending on doubles or Master Out (used only in 301 - 901 games).
  4. Press the PLAYER button to select the number of players (1-8). The default is 2 players.
  5. Press the START/HOLD button (red) to activate the game and begin play.
  6. Throw darts: After 3 darts are thrown, a voice command will indicate "Remove Darts" and the score will flash. Remove darts without affecting electronic scoring. After removing darts, press START to go to the next player. Voice command will indicate which player is up, and player indicator lights will illuminate.

Caring for Your Electronic Dartboard

  1. Never use metal tipped darts on this dartboard. Metal tipped darts will seriously damage the circuitry and electronic operation.
  2. Do not use excessive force when throwing darts. Throwing darts too hard will cause frequent tip breakage and excess wear on the board.
  3. Turn darts clockwise as you pull them from the board. This makes it easier to remove darts and extends the life of the tips.
  4. Remove the batteries when not in use. This will prolong the life of your batteries.
  5. Do not spill liquids on the dartboard. Do not use spray cleaners, or cleaners that contain ammonia or other harsh chemicals, as they may cause damage.

Automatic Suspend Mode Feature

The dartboard will automatically suspend if no action occurs within approximately five minutes. This is designed to save power or battery life. The display will indicate "SL-EEP". All scores will be stored in memory and play will resume when any button is pressed.

Solo Play Feature

This feature allows a solo player to play against the computer at one of five different skill levels. This adds a level of competition to practice sessions.

To activate Solo Play:

  1. Select the Game you wish to play.
  2. Press the Solo Play button.
  3. Select Solo Play skill level by pressing the Solo Play button continually.

Solo Play Levels:

Special Functions

To make games more challenging, some modes have Special Functions. You may select the DOUBLE option for additional restrictions on starting and ending the game:

Interactive Heckler® Game Play Feature

The BULLSHOOTER BY ARACHNID® electronic dartboard includes an "Heckler®" feature that emits rewarding comments for high scoring darts and insults for poorly thrown darts. The humorous comments add fun and excitement.

There are four levels for interactive sound effects:

The default setting is Level 4. Players can change the frequency level while a game is in process by pressing the Heckler® button.

IMPORTANT! The interactive HECKLER® feature can only be used with standard games of Cricket and '01 (*301, 501 etc). *Single in and single out games only.

Game Guard Feature

After the START button is pressed and play has begun, the GAME GUARD feature can be activated. When the button is pressed, all keys will 'lock'. When Game Guard is active, a misguided dart hitting a button will not affect your game. To deactivate, simply press the button again and the keys will unlock.

Game Table

GAME GAME CODE GAME GAME CODE
G01301G17All Fives
G02CricketG18Shanghai
G03ScramG19Golf
G04Cut The ThroatG20Football
G05English CricketG21Baseball
G06Advance CricketG22Steeplechase
G07ShooterG23Bowling
G08Big SixG24Car Rally
G09OversG25Shove a Penny
G10UndersG26Nine Darts
G11Count UpG27Green VS Red
G12High ScoreG28Gold Hunt
G13Round The ClockG29Elimination
G14KillerG30Horseshoes
G15Double DownG31Battleground Warfare
G16Double Down 41

Game Instructions

GAME 01 - 301

A popular tournament and pub game. Players subtract each dart from the starting total until reaching exactly 0. Going past zero is a "Bust", returning the score to the start of the round. For example, needing 32 and hitting 20, 8, 10 (total 38) returns the score to 32 for the next round.

Options include Double In/Double Out (double out is most common). Press the "DOUBLE" button to change settings. LED indicators show the current setting.

Dart-Out Feature ("01" games only): When score is less than 160, this feature becomes active. Press DART OUT to view suggested darts to finish. Doubles/triples are indicated by 2 or 3 lines. The SCORE feature accesses scores not currently displayed.

Adjustable Difficulty Settings for 301 include 401, 501, 601, 701, 801, and 901. Press SELECT to change settings. Each option plays like 301 but with the specified starting total.

GAME 02 - CRICKET

A strategic game for players of all levels. Players aim for numbers best suited for them and can force opponents to aim for less suitable numbers. The objective is to "close" all appropriate numbers before the opponent, while scoring the most points.

Only numbers 15 through 20 and the bullseye are used. Each player must hit a number 3 times to "open" it for scoring. Points are awarded for hits on "open" segments if the opponent has not closed them. Doubles count as two hits, triples as three.

A number is "closed" when the opponent hits it 3 times. Once closed, no player can score on it.

Winning: The player who closes all numbers first and has the highest score wins. If a player closes first but is behind in points, they must continue to score on open numbers. If they don't make up the deficit before the opponent closes all numbers, the opponent wins.

Cricket Scoring Display: Uses dedicated scoreboard lights for segment status. 3 lights per number (15-20, bullseye). First hit: "\" light. Second hit: "X" light. Third hit: "&" light.

NO-SCORE CRICKET: (Press SELECT when Cricket is displayed) Same rules as standard Cricket, but with no point scoring. The objective is to be the first to "close" all appropriate numbers (15-20 and bullseye).

GAME 03 - SCRAM (For 2 players only)

A variation of Cricket played in two rounds. In round 1, Player 1 tries to "close" segments (15-20, bullseye) with 3 hits each. Player 2 tries to score points in segments Player 1 has not closed. Round 1 ends when Player 1 closes all segments. In round 2, roles reverse: Player 2 closes segments, Player 1 scores points. The player with the highest point total after round 2 wins.

GAME 04 - CUT-THROAT CRICKET

Similar to standard Cricket, but points are added to your opponent(s) total. The objective is to end with the fewest points. This variation encourages players to score points for opponents, putting them in a tougher position.

GAME 05 - ENGLISH CRICKET (For 2 players only)

Requires precision dart throwing. Game has two rounds with different objectives. In round 1, Player 2 aims for bullseyes (needs 9 to complete). Double bull = 2 scores. Hits not on bullseye credit Player 1's score. Player 1 scores points, needing over 40 per turn (3 throws). Doubles/triples count 2x/3x. Hits on bullseye by Player 1 subtract from Player 2's needed total. Roles reverse for round two.

GAME 06 - ADVANCED CRICKET

For advanced players. Players must close out segments (20,19,18,17,16,15, bullseye) using only triples and doubles. Doubles count 1x the number, triples 2x. Bullseye scoring is standard. Player with most points after closing numbers wins.

GAME 07 - SHOOTER

Tests ability to "group together" darts within a segment. Computer randomly selects a segment each round. Scoring: Single=1 pt, Double=2 pts, Triple=3 pts, Single Bullseye=4 pts. Double Bullseye outer=2 pts, inner=4 pts. Player with most points wins.

Adjustable Difficulty: 6, 7, ... 12 rounds.

GAME 08 - BIG SIX

Player challenges opponent to hit selected targets, similar to basketball "HORSE". Score a hit on the current target first to pick the next target. Single 6 is the first target. Players agree on "lives". Player 1 must hit a 6 to "save" their life. Failing to hit the target within 3 darts loses a "life". Singles, doubles, and triples are separate targets. Objective: force opponents to lose "lives" by selecting difficult targets (e.g., "Double Bullseye", "triple 20"). Last player with a "life" wins.

Adjustable Difficulty: 3, 4, ... 7 "lives".

GAME 09 - OVERS

For advanced players. Players must close out segments (20-15, bullseye) using only triples and doubles. Doubles count 1x, triples 2x. Bullseye scoring is standard. Player with most points after closing numbers wins.

GAME 10 - UNDERS

Opposite of "Overs". Players must score less ("Under") than their previous three dart total. Starts at 180. Shooting higher than previous total loses a "life". Darts outside scoring area or bounce outs penalized with 60 points added to score. Last player with a "life" wins.

Adjustable Difficulty: 3, 4, ... 7 "lives".

GAME 11 - COUNT-UP

Objective: Be the first player to reach a specified point total. Players score as many points as possible per round. Doubles/triples count 2x/3x. Cumulative scores displayed. Example: Triple 20 = 60 points.

Adjustable Difficulty: 400, 500, 600, 700, 800, 900, 999.

GAME 12 - HIGH SCORE

Competitive game: Rack up most points in three rounds (nine darts) to win. Doubles/triples count 2x/3x. Player with most points after specified rounds wins.

Adjustable Difficulty: 4, 5, ... 14 rounds.

GAME 13 - ROUND - THE - CLOCK

Players attempt to score in numbers 1 through 20 and bullseye in order. 3 darts per turn. If a correct number is hit, try for the next. First player to reach 20 wins. Display indicates the segment to shoot for. Must hit segment until it's hit. Doubles/triples count as single numbers.

Difficulty Settings:

GAME 14 - KILLER

For 2+ players. Each player selects a number by throwing a dart (display shows "SEL"). No two players can have the same number. Objective: become a "Killer" by hitting the double segment of your number. Then, "kill" opponents by hitting their segment number until their "lives" are lost. Last player with lives wins. Players may "team up".

Adjustable Difficulty: 7, 8, ... 14 lives. Additional settings: Doubles 3, 5, 7 lives (only "Kill" opponents by scoring doubles).

GAME 15 - DOUBLE DOWN

Each player starts with 40 points. Score hits in the active segment. Round 1: throw for 15 segment. If no 15s hit, score is halved. If 15s hit, points are added. Next round: throw for 16 segment, etc. If no hits, score is halved. Player with most points after completing the game wins.

Diagram Description: A table shows segments 15, D, 17, T, 19, 20, B, TOTAL for Player 1 and Player 2, with arrows indicating "Any Double" and "Any Triple" affecting the score.

GAME 16 - DOUBLE DOWN 41

Similar to Double Down, but sequence is reversed (15-20, bullseye). Includes an additional round to score three hits totaling 41 points (e.g., 20, 20, 1; 19, 19, 3; D10, D10, 1). Score is halved if not successful. "41" round is challenging.

Diagram Description: A table shows segments 20, 19, D, 18, 17, T, 16, 15, 41, B, TOTAL for Player 1 and Player 2, with arrows indicating "Any Double" and "Any Triple" affecting the score, and a "'41' Round" section.

GAME 17 - ALL FIVES – 51

Entire board is in-play. Each round (3 darts), score must be divisible by 5. Every "five" counts as one point (e.g., 10, 10, 5 = 25, scores 5 points). Darts not divisible by 5 score zero. Third dart must land in a segment; misses earn no points. First player to total fifty-one (51) "fives" wins.

Adjustable Difficulty: 51, 61, 71, 81, 91.

GAME 18 - SHANGHAI

Players progress around the board from 1 through 20 in order. Start at 1, throw 3 darts. Score most points possible per round. Doubles/triples count. Player with highest score after completing all 20 segments wins.

Difficulty Settings:

GAME 19 - GOLF

Dartboard simulation of golf. Objective: complete 9 or 18 "holes" with the lowest score. Championship "course" is all par 3 holes. Segments 1-18 represent "holes". Must score 3 hits in each hole to advance. Doubles/triples affect score (e.g., triple on first shot = "eagle", 1 "stroke"). Active player continues until "holes out" (3 hits). Voice announcer indicates player up. No "gimmes".

GAME 20 - FOOTBALL

Select each player's "playing field" by throwing a dart or pressing a segment. This becomes the starting point, carrying through the bullseye and across. Example: selecting 20 starts at double 20, proceeding through 11 segments in order to double 3. First player to "score" wins. LED display tracks progress.

GAME 21 - BASEBALL

Dartboard version of baseball. 9 innings, 3 darts per "inning". Field layout shown in diagram.

Diagram Description: A diagram shows dartboard segments and their results: Singles = "Single" (one base), Doubles = "Double" (two bases), Triples = "Triple" (three bases), Bullseye = "Home Run" (only on third dart).

Objective: Score most runs each inning. Player with most runs at end wins.

GAME 22 - STEEPLECHASE

Objective: Be the first player to complete the "track" (segments 20 clockwise to 5, ending with bullseye). Must hit inner single segment of each number. Four hurdles: Triple 13, Triple 17, Triple 8, Triple 5. First player to complete course and hit bullseye wins.

GAME 23 - BOWLING

Dartboard adaptation of bowling. Requires accuracy. Player selects "alley" by dart throw or segment press. Has 2 remaining darts to score "pins".

Segment Scores:

Rules:

  1. Perfect game score: 200.
  2. Cannot hit same singles segment twice in a "frame" (round); second hit scores zero. Hint: Hit each single for 10 points.
  3. Score 20 points per "frame" by hitting triple segment twice.
  4. Hitting double segment with second dart counts 10 points only if first throw was a double; otherwise, 9 points.

GAME 24 - CAR RALLYING

Similar to steeplechase, but players set their own "race track" (20 lengths). Select course ("SEL"). Alternate selecting segments. Must hit exact segment chosen. LED display indicates segment type (inner single, outer single). Obstacles involve hitting difficult numbers. After track selection, press START. First player to complete course wins.

GAME 25 - SHOVE A PENNY

Uses numbers 15-20 and bullseye. Singles=1 pt, Doubles=2 pts, Triples=3 pts. Players throw for numbers in order, scoring 3 points per segment to advance. Excess points go to the next player. First player to score 3 points in all segments (15-20, bull) wins.

GAME 26 - NINE-DART CENTURY

Objective: Score 100 points or come closest after 3 rounds (9 darts). Doubles/triples count 2x/3x. Over 100 is a "bust" (lose unless all players go over). Player closest to 100 wins.

GAME 27 - GREEN VS. RED (2 players only)

Race game. Player 1 ("green") shoots doubles/triples that are green, clockwise. Player 2 ("red") starts at 20, works counter-clockwise, shooting for red segments. Max one double/triple of same number per round. Hitting opponent's color subtracts points. Player with most points wins.

GAME 28 - GOLD HUNTING

Objective: Find "gold". Collect gold for each 50 points (score must be exactly 50 or multiple). Steal 1 gold from other players for each gold collected. Player reaching selected total gold first wins.

GAME 29 - ELIMINATION

Objective: "Eliminate" opponents. Each player must score higher total points (3 darts) than the opponent before them. Starts with 3 lives. Failing to score higher or tying loses a life. Last player with lives remaining wins. SELECT button to play with 4 or 5 lives.

GAME 30 - HORSESHOES

2-player game using segments 20 (Player 1) and 3 (Player 2) for horseshoe pits. Score cumulated per round. First player to 15 points wins.

Scoring:

Scores only count for the player/team with most points in that round. Rounds continue until 15 points scored. Adjustable Difficulty: 15-25 points.

GAME 31 - BATTLEGROUND

2-player game. Dartboard divided into two halves. First player to hit all opposing segments (armies) wins. Segments not in order.

Player 1 ("TOP" army): Shoots bottom segments (6, 10, 15, 2, 17, 3, 19, 7, 16, 8).

Player 2 ("BOTTOM" army): Shoots top segments (11, 14, 9, 12, 5, 20, 1, 18, 4, 13).

Difficulty Settings:

Diagram Description: Two diagrams show "Player 1's ARMY SEGMENTS" and "Player 2's ARMY SEGMENTS" with numbers corresponding to the segments on a dartboard.

Important Notes

Stuck Segment

Occasionally, a dart may wedge a segment. Play suspends, and the display indicates the stuck segment. To free it, remove the dart or broken tip. If still stuck, try wiggling the segment until loose. Game resumes where it left off.

Broken Tips

Tips can break off and get stuck. Try removing with pliers or tweezers. If not possible, push the tip through to the back using a small nail. Be careful not to damage circuitry. This is normal for soft tip darts. Replacement tips are included.

Darts

It is recommended not to use darts exceeding 18 grams. Included darts average 10 grams with standard soft tips. Replacement tips are available at most dart retailers.

Cleaning your Electronic Dartboard

For proper care, dust regularly with a damp cloth. A mild detergent can be used if necessary. Avoid abrasive cleaners or those containing ammonia. Do not spill liquid onto the target area, as it can cause permanent damage not covered by warranty.

Descriptions

The dartboard has the following numbered parts:

*Dartboard shown above may differ slightly from actual product.

Limited Warranty

Escalade® Sports warrants the Product to be free from defects in workmanship and materials for 90 days from the date of original purchase in the United States and Canada.

Product Registration Card

Must be filled out completely and mailed within 10 days of purchase.

What Is Covered

Covers all defects in materials and workmanship. This Limited Warranty is void if the Product is:

What Is Not Covered

What The Company Will Pay For

If a part or component is found defective during the Limited Warranty period, the Company will, at its option, repair the Product, replace it with a new Product (same or equivalent model), or refund the original purchase price, without charge for labor or parts. The Company's obligation is limited to the original purchase price.

How To Obtain Warranty Service

  1. You must have completed and mailed the Product Registration Card within 10 days of purchase.
  2. You must include THE ORIGINAL COPY OF YOUR SALES RECEIPT.
  3. You must call the Company's Consumer Service Department at 1-800-526-0451 (9:00 A.M. to 5:00 P.M. EST) to notify them of the problem.
  4. If instructed to return the Product, you are responsible for shipping costs and packaging that protects against further damage. Include your name, address, daytime telephone number, model number, and a description of the problem.

This Limited Warranty is available only to the original purchaser and is valid in the United States and Canada only.

The Company's liability is limited to repair or replacement of defective products and does not include indirect, incidental, or consequential damages.

This warranty is expressly made in lieu of all other warranties, expressed or implied. Limitations on implied warranties or exclusion of incidental/consequential damages may not apply to you depending on your state.

For questions, call or write:

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

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