Excalibur electronic SF34 manual Rules for 301

Models: SF34

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RULES FOR 301 AND 501

You can play many different dart games with the Scarface Dart- board. The two most popular dart games are 301 and 501. The prin- ciple of both games is to subtract your score from the initial score of either 301 or 501. The winner must reduce his score to zero. Follow these instructions to play.

To begin, the player must hit a double, (any double will do). This means the player must land a dart in the outermost green and red ring. Once a double is thrown, that dart and all subsequent darts will count toward reducing the score to zero. To determine the score, subtract the count of each dart from the initial score.

Remember, the outer ring counts as double and the inner ring counts as triple points.

The winner must reduce his score to zero and must DOUBLE OUT in the process. This means the player must hit a double on the

nal throw. For example: if the player has 32 left to reach zero, he must hit double 16. If a single 16 is scored, then the player must hit double 8 to score zero, and so on.

NOTE: The player must be left with an even number in order to set up the winning double attempt.

The next part of the game is called GOING OUT. If a player has two points left, he must hit a double-1 to bring the score down to zero.

From 18 points, a double-9 will work. If the player has an odd num- ber left, then the fi rst darts must reduce the score to an even num- ber before he can throw a double. For instance, there is no possible double out from 21. So, one way to

nish would be to throw a single- 1 fi rst, to reduce the score to 20. Then the player can GO OUT with the number 20 by throwing a double-10.

If a player scores more than the exact score needed, that particular turn will not count. In this case, the player’s score will remain as it was prior to that turn. For example: if 16 is required and the player scores 17 or more when he throws his three darts, the score will remain at 16.

Likewise, since the fi nal score must be a double, if 16 is the total, the turn will not count and the score will remain at 15. The turn will also not count if 15 is the total, since the player cannot DOUBLE OUT on a single score.

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Excalibur electronic SF34 manual Rules for 301