Excalibur electronic PL26 Board Games User Manual


 
5
subsequent darts will count
toward reducing the score
to zero.
The score is determined
by subtracting the count of
each dart from the initial
score. Remember, the outer
ring counts double, and the
inner ring is worth triple
points.
The winner must reduce
his or her score to exactly
zero and must “double out”
in the process—a double
must be hit on the final
throw. For example, if the
player has 32 left to reach
zero, he or she must hit dou-
ble 16. If a single 16 is
scored, then the player must
hit double 8 to score zero,
and so on. Naturally, a play-
er must be left with an even
number in order to set up
the winning double attempt.
This part of the game,
known as “going out,” is the
most difficult stage. If you
have two points left, you
must hit a double-1 to bring
the score down to zero.
From 18 points, a double-9
would work. If you have an
odd number left, then your
first darts must reduce the
score to an even number
before you can throw a dou-
ble. For instance, there is no
possible double out from
21, so a way to finish
would be to throw a single-
1 first, reducing the score to
20. Then you can “go out”
with the number 20 by
throwing a double-10.
If the player scores more
than the exact score needed,
that particular turn does not
count. And the player’s
score remains as it was
prior to that turn. For ex-
ample, if 16 is required and
the player scores 17 (or
totals 17 or more with his or
her three darts), the score
remains at 16. Likewise,
since the final score must be
a double, if 16 is totaled, the
turn does not count and the
score remains at 16. If 15 is
totaled, the turn does not
count either, since the play-
er cannot double out on a
single (one) score.