Arachnid Galaxy II: Understanding the Games
Introduction From English Mark
Greetings! This guide is presented by Mark, formerly known as English Mark, who was involved with Arachnid dart games in the late 1970s and early 1980s. Arachnid invited him out of retirement to explain the rules for the games featured on the Galaxy II electronic dartboard. The Galaxy II offers over 30 games suitable for various skill levels, all designed for enjoyment. Before diving into specific games, this manual will cover the basics, including the layout of a dartboard, the scoring segments, and proper setup distances.
The Basics
Setup
To begin playing darts, it's essential to understand the dartboard and how to set up your Galaxy II. Ensure your Galaxy II is assembled according to its manual. The Galaxy II stands approximately 83 1/2 inches tall. It features levelers on its base to ensure stability on uneven floors, which may slightly alter its starting height. For safety, position the Galaxy II against a wall to minimize the risk of darts hitting bystanders. The center of the bullseye should be 68 inches from the floor. The throw line should be placed 96 inches from the front of the darthead. The Galaxy II has a notch on the right side of its base to aid in measuring this distance.
A diagram illustrates the setup: a wall, the dartboard cabinet (83 1/2" tall), the bullseye center 68" from the floor, and the throw line 96" from the darthead's front edge.
Darthead (Dartboard Layout)
The dartboard is divided into 20 pie sections, numbered 1 through 20, and a center section. Each pie section is further divided into four scoring areas:
- Double Segment: Scores double the number of the segment. For example, hitting the double section of 20 scores 40 points.
- Triple Segment: Scores triple the number of the segment. For example, hitting the triple section of 20 scores 60 points.
- Outer Single: Scores the face value of the number.
- Inner Single: Scores the face value of the number.
The center section, the bullseye, is divided into two parts:
- Center Bullseye: Scores 50 points.
- Outer Bullseye: Scores 25 points.
A diagram shows two dartboards: one labeled 'Double Segment', 'Number Ring', 'Outer Single', 'Triple Segment', 'Inner Bull', 'Outer Bull', and 'Inner Single'; the second board is similar but highlights the scoring areas.
Navigating the Galaxy II Menu
The Galaxy II features an intuitive menu system. Upon powering on, the machine typically enters 'Attract Mode', displaying advertisements. To exit this mode, press the red button on the right side of the game. From the main menu, use the yellow Up and Down arrows to select a game family (e.g., '01 Games', 'Cricket Games', 'BS Golf and Other Games'). Press the red button to enter the selected category. Within a game family, use the Up and Down arrows to choose a specific game type (e.g., '301 Games') and press the red Enter button to proceed. The manual uses '301 Games' as an example.
The menu navigation involves selecting game categories and then specific game types using directional buttons and an enter button.
Game Options: Common options across many games include 'Double Bull' (which can make the center bullseye worth 50 points and the outer bullseye 25, or the entire bullseye 50 if off) and 'Handicapping' (allowing players to input Marks Per Round (MPR) or Points Per Dart (PPD) for score calculation). More details on handicapping can be found in the 'Understanding Handicapping' document online.
X01 Games
The X01 family (301, 501, 701) is a popular dart game where the objective is to be the first player to reach zero points. Players start with a set score and take turns throwing darts to reduce their score. For example, in a 301 game, a player scoring 60 (Triple 20), 6 (Inner 6), and 20 (Double 10) would have their score reduced by 86 points (301 - 86 = 215).
In Options: These determine how a player can start scoring:
- Open In: Any segment can be hit to start scoring.
- Double In: Only a double segment must be hit to start scoring.
- Masters In: Doubles, Triples, or the bullseye must be hit to start scoring; singles do not count.
Once a player is 'in', any segment can be used to score. For example, in '501 Double In / Double Out', a player needing 50 points might hit a double 16 (32 points) and then a single 18 (18 points) to win. If the second dart was a single, the score remains 50, and it becomes the next player's turn. The example shows Eric winning by hitting a double 20 for his final 50 points.
Out Options: These determine how a player must finish the game:
- Open Out: Any segment can be hit to finish the game.
- Double Out: Only a double segment must be hit to finish the game.
- Masters In (Out): Only Doubles, Triples, or the bullseye can be hit to finish the game; singles do not count.
Feats: Special achievements in X01 games include:
- 3 in a Bed: Three darts in the same triple in one round.
- HATTRICK: Three darts in the bullseye in one round.
- LOW TON: Scoring 100-150 points in a single round.
- HIGH TON: Scoring 151-179 points in a single round.
- TON 80: Three darts in triple 20 in a single round.
A fact notes that the first electronic dartboard by Arachnid, the English Mark Darts 1000 series (1976), only played the 301 Open In/Open Out game.
Cricket Games
Cricket games focus on hitting numbers 15 through 20 and the Bullseye. The goal is to 'close' each number by hitting it three times. A single segment counts as one mark, a double as two, and a triple as three. Once a number is closed by a player, they can score points on it when they hit it again. Other players cannot score on a closed number. The winner is the player who closes all numbers and the bullseye with an equal or higher score than opponents.
Cricket/200: This game has a 'spread limit' of 200, preventing players from excessively increasing their score. If Tim has 89 points, Eric cannot score more than 289 points.
Hammer Cricket: This is a count-up game using numbers 15-20 and two 'Wild' rounds that display random numbers (12-20 or Bull). Scoring multipliers apply: the first dart scores the segment value, the second scores double, and the third scores triple the segment value. Missing all three darts results in a score reduction by triple the round's number (the 'hammer'). In the final round, darts are worth 3x and 5x. The highest score wins, even with negative scores.
Team Hammer: Similar to Hammer Cricket, but played with four players on two teams. Team scores are combined, and the hammer penalty affects the team's overall score.
Cut-Throat Cricket: The objective is to close all numbers, but players score points for their opponents. The lowest score wins. There is no point spread limit.
Team Cricket/400: A team-based version of Cricket/200 with a 400 spread limit. Winning requires closing all numbers and having an equal or higher score. Two rule variations exist: 'Traditional Rules' (both teammates must close all numbers) and 'New Rules' (only one teammate needs to close all numbers).
Wildcard Cricket/200: Uses a random selection of six numbers (7-20, plus Bull) instead of the standard 15-20. Numbers are 'Wild' and can change each turn unless marked.
Cricket Quickie: Plays like Cricket/200 but has a round limit of 10 and no spread limit.
Cricket Game Feats:
- MARK ROUND: Earning 5 or more marks in a round.
- WHITE HORSE: Closing three unmarked numbers in one round.
- HATTRICK: Three bulls in one round.
Other Games
This section covers games not fitting into X01 or Cricket categories.
Speed Games
These are timed games starting with a countdown from 10. Players aim for the best time, with top scores listed on a 'Top 10 List'.
Count Down
A straightforward game where players aim to reach zero points from a starting score (e.g., 901) as quickly as possible. It has no Feats.
Quick Cricket
Similar to Cricket/200, players must mark all numbers to win, but the objective is to close numbers as fast as possible without scoring points. It has no Feats.
Count Up
A game for developing throwing technique, where players aim to score the most points within eight rounds, starting from zero. It has no In or Out options but uses the same Feats as X01 games.
Tic Tac Toe
A dartboard adaptation of the classic game. Players mark squares by hitting numbers (singles=1 mark, doubles=2, triples=3; bullseye=1, double bull=1/2). The first player to get three in a row wins. A 'Cats' game results in no winner. An option exists to score with points if a 'Cats' game occurs.
Tic Tac Toe Feats:
- WHITE HORSE: Closing three numbers in one round.
- HATTRICK: Three bulls in one round.
Bermuda Triangle
Players target different numbers each round (12-20, Doubles, Triples, Bullseyes). Hitting the current target number accumulates points. Missing all three darts with the current target results in the score being halved. The highest score wins. The game has one Feat: HATTRICK (three bulls in one round).
Gotcha!
A count-up game where the objective is to reach exactly 301 points. A unique 'bomb' mechanic triggers when a player matches an opponent's score, resetting the opponent's score to zero. Exceeding 301 results in a deduction from the current turn's score.
Gotcha! Feats:
- 3 in a Bed: Three darts in the same triple in one round.
- HATTRICK: Three darts in the bullseye in one round.
- GOTCHA!: Number of times a player matched another player's score.
BS Golf
A golf simulation where players aim to get the ball into the hole in the fewest 'strokes'. A power bar indicates shot strength, and timing is crucial to avoid 'whiffing' the ball. The ball travels in the direction indicated by the segment hit. Feats are based on golf achievements:
- EAGLE: Two strokes under par.
- BIRDIE: One stroke under par.
- PAR: Same number of strokes as par for the hole.
Arachnid Contact Information
For more information or inquiries, contact Arachnid:
- Website: www.bullshooter.com, www.arachnidinc.com
- Phone: 800.435.8319
- General Inquiries: 815.654.0212
- Fax: 815.654.0447