Understanding
of the Games:
If
you are not familiar with darts or electronic darts, you must learn the
layout of the dartboard and the basic games. Knowing the values of the
various parts of the target is mandatory as well as knowing the basics
of the '01 games and the basic game of Cricket. There are several variations
of these games, so just learn the basic ones to start.
Along
with reading the rules and understanding how the game is to be played,
play the game yourself  just to get a feel for it.
The
Parts of the SoftTip Dart
It
is important to know that … in an electronic dart machine, the "machine
is always right relative to the score". The only exception to this rule
is on a "winning dart".
Example: A player needs 39 to go out. They shoot and the dart sticks in the triple
13, but the machine was displaying the "Throw Dart" message, and all other
rules were followed, the player shall be credited with a win in that game.
This rule will apply only for a single dart, not for a combination of
darts.
How
to Play '01 Games:
'01
games (e.g. 301, 501, 701, 901 & 1001) are the classic English pub games.
At the start of the game, points are given to each player, depending upon
the game selected. Play begins when the first dart hits any segment. All
subsequent scores are subtracted until you get to "exactly zero". A player
"busts" and losses a turn, if their score passes "0".
 '01
Game options for the '01 games are:
 Doublein: Players must score in a double point value segment
to begin play.
 Doubleout: Players must reach "0" exactly by scoring in a double point value
segment.
 Doublingin
& Doublingout: Players must score a double to start and finishing
in a double to exactly "0".
 Masters
out: Players must reach "0" in a double or triple point value
segment.
Example
of Doublingin and Doublingout: A player starts his score by hitting
any double on the board. Darts thrown before the double is hit do not
score; all darts thrown after the double is hit do score. When a double
is hit, the score amount is subtracted from 301. If a player hits a double
8, he subtracts 16 from 301 and is left with 285. The player continues
to throw in turn, subtracting the total score of his three darts from
the score at the end of his last turn. He can win the game only by getting
a double that gives him a total score equaling the total amount left.
With 32 points to go, a double 16 will end the game. A single 16 will
still leave 16 to go, which can be gotten by throwing a double 8, and
so on down the line. If an odd number is thrown, another odd number is
needed to get back to a double possibility. If one less or one more than
the exact score is hit, the player must assume the same score he had at
the end of his last turn. (This is called busting.) The rest of the rules
hold.
 '01 Game
Feats:
 6
Darts out (301)
 9
Darts out (501)
 Hat
Trick: 3 Bull'seyes in one turn
 Ton:
A score of 100 to 150 in one turn
 High
Ton: A score of 151 or greater in one turn
How
to Play Cricket:
Each
number wedge segment to be used is called an inning. The object of Cricket
is to close all of the game's innings before an opponent does. To close
an inning, or number, three of the particular number must be scored. This
can be done with one dart in the triple, three singles, or a double and
a single of the number. Merely closing, however, does not win the game
if the opponent is ahead on points. The point deficit, if there is any,
must be made up by scoring in live (notyetclosed) innings. Important:
Points are not necessary to win; the object is to close the numbers before
your opponent does. The player who closes first, even if he has zero points,
is the winner as long as his opponent also has zero points. Should the
opponent have points, the closed out player must score an equal amount
or more points than his opponent before the opponent can close out his
numbers. Games cannot end in a tie. If the players' scores are equal,
the first player to close out all of his numbers wins.
Example: To close a number, three hits must be scored in that particular number.
If one player closes a number before the other player does, every subsequent
dart in that number counts for points until the opponent can close the
number (e.g. the first player throws his three darts at 20 but only scores
two singles with the third dart landing on a nonscoring number. The number
is not closed. The second player throws his darts; all three hit the 20
wedge, a triple and two singles. Thus, the second player has closed 20
and has also scored 40 points for the two extra 20's from his total of
five hits for his turn. This player will continue to receive 20 points
for every 20 he subsequently throws until his opponent throws the single
20 he needs to close the 20 segment.
To
win a game of Cricket you must close all the numbers by getting a score
of three hits in each number, including the bull'seye. Plus, you cannot
be behind in points.
 Cricket
Options:
 Cutthroat
Cricket: Option is the same as cricket except that player with
closed numbers add points to players with those numbers still open.
The player who has closed all numbers and has lowest score wins.
 Master
Cricket: A player only scores points on darts that also close
the number, until all numbers and Bull'seye are closed. Players
can then score points on any number that opponents have open. Highest
score wins.
 Cricket
Feats:
 Hat
Trick: Marking three bulls in one round.
 While
Horse: Marking 3 different unmarked triples in one round.
Other
Games:
 High
Score: Objective is to score the most points. The highest score
at the end of game wins.
 Shanghai: Objective is to hit each numbered sector with one dart, in sequence,
1 thru 20 and then the Bull'seye. A shanghai is an automatic win done
in a single turn by hitting 3 consecutive numbers, one in a single point,
value segment, one in a double, and one in a triple (any order). Otherwise,
highest score at end of game wins.
Typically
. . . when you purchase a dartboard the manufacturer provides instructions,
and rules for a variety of games that will be in addition to those most
popular games.
