Escalade Sports G05610 User Manual

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We strive to ensure that our products are of the highest quality and free of manufacturing defects or missing parts. However, if you have any problems with your new product,

DO NOT RETURN IT TO THE STORE, please contact us toll free @:

1-866-556-2759FAX:1-866-873-3531

foosball@escaladesports.com

Or write to:

Escalade Sports

Customer Service Department

P.O. Box 889

Evansville IN 47706

Please have your model number when inquiring about parts.

When contacting Escalade Sports please provide your model number, serial number (if applicable), and part number if requesting a replacement part. These numbers are located on the product, packaging, and in this owners manual.

G05610

Your Model Number _______________________

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For Customer Service Call 1-866-556-2759

IMPORTANT! READ THIS MANUAL ALL THE

WAY THROUGH BEFORE BEGINNING TO

PUT YOUR GAME TABLE TOGETHER! THEN

READ EACH STEP BEFORE STARTING

THAT STEP.

TWO ADULTS ARE REQUIRED TO ASSEMBLE

THIS GAME TABLE

Tools Required:

Allen Wrench H10 and H13 included with the table

Phillips Screwdriver

Furniture Polish and Cloth

An electric screwdriver is helpful in assembly. However, please set at low torque and use extreme caution with an electric screwdriver because you could overtighten the hardware and strip the screws.

Assembly Tips

Make sure you understand the following tips before you begin to assemble your multi-gametable.

1.When installing parts that have more than one bolt, start ALL the bolts in that part by hand before tightening anything.

2.Some drawings or images in this manual may not look exactly like your product. Please read and understand the text before starting each assembly step.

READ AND FOLLOW ALL ASSEMBLY, OPERATION, AND

SAFETY INSTRUCTIONS CAREFULLY. AT LEAST TWO

ADULTS ARE NEEDED TO PUT THIS GAME TABLE

TOGETHER.

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1.Find a clean, level place to begin the assembly of your game table. We recommend building the table on the box top to protect the parts during assembly.

2.Place the billiard table P10 UPSIDE DOWN as shown inFIGURE 1.

3.Using the Allen wrench provided H10, attach the legs P4 and P5 using boltsH1 and washersH2 as shown inFIGURE 1. Remember to start all hardware by hand before you tighten anything.

4.After attaching the legs attach the leg panels P11 to the inside of the legs using screwsH9 as shown inFIGURE 1.

Figure 1

CAUTION:

 

Start all hardware by hand before you tighten anything.

5. Tighten all hardware at this time.

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THIS STEP REQUIRES TWO OR MORE ADULTS.

VERY CAREFULLY TURN THE TABLE OVER AND SET IT ON ITS LEGS. BE CAREFUL, THE TABLE IS VERY HEAVY.

6.After you have turned the billiard table over set it aside and complete the following steps for the soccer table assembly.

© 2004 Escalade Sports

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7.Find a clean, level place to begin the assembly of your soccer table. We recommend building the table on the box top to protect the parts during assembly.

8.Place one side panel P1 UPSIDE DOWN with the finished side facing out as shown inFIGURE 2. The ball entry hole will be closest to the floor.

9.Slide one rod washer H11 and one rod bushingH12 onto each end of the rod as shown inFIGURE 2. Align the rods as shown inFIGURE 2. Please note the location of the hole that is near one end of each rod. This is the handle end of the rod. There will be four handles on each side of the table.

It is critical that you set the rods as shown below so the table will be correct when flipped over.

Figure 2

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10.Once your are sure you have the rods set up correctly, slide the other side panel P1 onto the rods as shown inFIGURE 3.

11.Set the playfield P3 into the grooves in the side panels as shown in

FIGURE 3.

Figure 3

12.Using the Allen wrench provided attach the end panels P2 using boltsH7 and washersH8 and barrel nutsH6 as shown inFIGURE 4. Use a screw driver to align the barrel nuts if necessary. Use caution when tightening theH7 bolts. Do not overtighten.

Figure 4

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13.Once you have the playfield set, place the playfield support braces P6 on the playfield and slide the cabinet rodsH3 through the side panels and down the groove of the playfield support brace. Secure the cabinet rods with washerH4 and lock nutsH5 as shown inFIGURE 5. Tighten all hard ware at this time.

Figure 5

14.Place the previously assembled billiard table where you want it in your Game Room. Place the game table tops G1 andG2 on the billiard table. Now place the soccer table on top of the billiard table.

THIS STEP REQUIRES TWO OR MORE ADULTS.

VERY CAREFULLY TURN THE TABLE OVER AND SET IT ON THE BILLIARD TABLE. BE CAREFUL, THE TABLE IS VERY HEAVY AND THE RODS WILL SLIDE. DO NOT LIFT THE TABLE BY HOLDING ONTO THE RODS.

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15.After you have turned the table over attach the ball catchers P9 to each end panel using screwsH9 as shown inFIGURE 6.

16.Slide the handles P7 on the end of the rod with the hole closest to the end. Make sure the handles go on completely. A drop of liquid soap will help them slide on the rod. Slide the rod end capP8 on the other end of the rod.

Figure 6

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8 - BALL

Eight-Ballis a call shot game played with a cue ball and 15 object balls, numbered 1 through 15. One player must pocket balls of the group numbered 1 through 7 (solid colors), while the other player has 9 through 15 (stripes).The player pocketing either group first, and then legally pocketing the 8-ball wins the game.

CALL SHOT In Call Shot, obvious balls and pockets do not have to be indicated. It

is the opponent’s right to ask which ball and pocket if he is unsure of the shot. Bank shots and combination shots are not considered obvious, and care should be taken in calling both the object ball and the intended pocket. When calling the shot, it is never necessary to indicate details such as the number of cushions, banks, kisses, caroms, etc. Any balls pocketed on a foul remain pocketed, regardless of whether they belong to the shooter or the opponent. The opening break is not a” called shot.” Any player performing a break shot in 8-Ballmay continue to shoot so long as any object ball is legally pocketed on the break.

RACKING THE BALLS

The balls are racked in a triangle at the foot of the table with the 8-ballin the center of the triangle, the first ball of the rack on the foot spot, a stripe ball in one corner of the rack and a solid ball in the other corner.

ALTERNATING BREAK

Winner of the lag has the option to break. During individual competition, players will alternate breaking on each subsequent game.

JUMP AND MASSE SHOT FOUL

While “cue ball fouls only” is the rule of play when a match is not presided over by a referee, a player should be aware that it will be considered a cue ball foul if during an attempt to jump, curve or masse the cue ball over or around an impeding numbered ball that is not a legal object ball, the impeding ball moves (regardless of whether it was moved by a hand, cue stick follow-through or bridge).

LEGAL BREAK SHOT

(Defined) To execute a legal break, the breaker (with the cue ball behind the head string)must either

(1) pocket a ball, or (2) drive at least four numbered balls to the rail. When the breaker fails to make a legal break, it is a foul, and the incoming player has the option of (1) accepting the table in position and shooting, or (2) having the balls re-rackedand having the option of shooting the opening break or allowing the offending player tore-break.

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SCRATCH ON A LEGAL BREAK

If a player scratches on a legal break shot, (1) all balls pocketed remain pocketed (exception, the 8- ball: see rule “Object Balls Jumped Off Table On Break”), (2) it is a foul, (3) the table is open.

Please Note: The incoming player has cue ball in hand behind the head string and may not shoot an object ball that is behind the head string, unless he first shoots the cue ball past the head string and causes the cue ball to come back behind the head string and hit the object ball.

OBJECT BALLS JUMPED OFF TABLE ON THE BREAK

If a player jumps an object ball off the table on the break shot, it is a foul and the incoming player has the option of (1) accepting the table in position and shooting, or (2) taking cue ball in hand behind the head string and shooting.

8-BALLPOCKETED ON THE BREAK

If the 8-ballis pocketed on the break, breaker may ask for are-rackor have the8-ballspotted and continue shooting. If the breaker scratches while pocketing the - ball on the break, the incoming player has the option of are-rackor having the8-ballspotted and begin shooting with ball in hand behind the head string.

OPEN TABLE

(Defined) The table is “open” when the choice of groups(stripes or solids) has not yet been determined. When the table is open, it is legal to hit a solid first to make a stripe orvice-versa.Note:

The table is always open immediately after the break shot. When the table is open it is legal to hit any solid or stripe or the 8-ballfirst in the process of pocketing the called stripe or solid. However, when the table is open and the8-ballis the first ball contacted, no stripe or solid may be scored in favor of the shooter. The shooter loses his turn; any balls pocketed remain pocketed; and the incoming player addresses the balls with the table still open. On an open table, all illegally pocketed balls remain pocketed.

CHOICE OF GROUP

The choice of stripes or solids is not determined on the break even if balls are made from only one or both groups, because the table is always open immediately after the break shot. The choice of group is determined only when a player legally pockets a called object ball after the break shot.

LEGAL SHOT

(Defined) On all shots (except on the break and when the table is open), the shooter must hit one of his group of balls first and (1) pocket a numbered ball, or (2) cause the cue ball or any numbered ball to contact a rail. Please Note: It is permissible for the shooter to bank the cue ball off a rail before contacting the object ball; however, after contact with the object ball, an object ball must be pocketed, or the cue ball or any numbered ball must contact a rail. Failure to meet these requirements is a foul.

“SAFETY” SHOT

For tactical reasons, a player may choose to pocket an obvious object ball and also discontinue a turn at the table by declaring “safety” in advance. A safety shot is defined as a legal shot. If the shooting player intends to play safe by pocketing an obvious object ball, then prior to the shot, the shooter must declare a “safety” to the opponent. If this is not done, and one of the shooter’s object balls is pocketed, the shooter will be required to shoot again. Any ball pocketed on a safety shot remains pocketed.

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SCORING

A player is entitled to continue shooting until failing to legally pocket a ball of his group. After a player has legally pocketed all of his group of balls, he shoots to pocket the 8-ball.

FOUL PENALTY

Opposing player gets cue ball in hand. This means that the player can place the cue ball anywhere on the table (does not have to be behind the head string except on opening break). This rule prevents a player from making intentional fouls which would put an opponent at a disadvantage. With “cue ball in hand,” the player may use a hand or any part of a cue(including the tip) to position the cue ball. When placing the cue ball in position, any forward stroke motion contacting the cue ball will be a foul, if not a legal shot.

COMBINATION SHOTS

Combination shots are allowed; however, the 8-ballcan’t be used as a first ball in the combination except when the table is open.

ILLEGALLY POCKETED BALLS

An object ball is considered to be illegally pocketed when (1) that object ball is pocketed on the same shot a foul is committed, or (2) the called ball did not go in the designated pocket, or (3) a safety is called prior to the shot. Illegally pocketed balls remain pocketed.

OBJECT BALLS JUMPED OFF THE TABLE

If any object ball is jumped off the table, it is a foul and loss of turn, unless it is the 8-ball,which is a loss of game. Any jumped object balls are spotted in numerical order according to General Rules for spotting balls.

PLAYING THE 8-BALL

When shooting at the 8-ball,a scratch or foul is not loss of game if the8-ballis not pocketed or jumped from the table. Incoming player has cue ball in hand.Note: A combination shot can never be used to legally pocket the8-ball.

LOSS OF GAME

A player loses the game by committing any of the following infractions:

1.Fouls when pocketing the 8-ball (exception: see8-BallPocketed On The Break).

2.Pockets the 8-ballon the same stroke as the last of his group of balls.

3.Jumps the 8-balloff the table at any time.

4.Pockets the 8-ballin a pocket other than the one designated

5.Pockets the 8-ballwhen it is not the legal object ball.

Note: All infractions must be called before another shot is taken, or else it will be deemed that no infraction occurred.

STALEMATED GAME

If, after 3 consecutive turns at the table by each player (6 turns total), the referee judges(or if no referee, both players agree) that attempting to pocket or move an object ball will result in loss of game, the balls will bere-rackedwith the original breaker of the stalemated game breaking again. The stalemate rule may only be used when there are only two object balls and the8-ballremaining on the table.Please Note: Three consecutive fouls by one player is not a loss of game

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9 - BALL

OBJECT OF THE GAME

Nine-Ballis played with nine object balls numbered one through nine and a cue ball. On each shot, the first ball the cue ball contacts must be the lowest numbered ball on the table, but the balls need not be pocketed in order. If a player pockets any ball on a legal shot, he remains at the table for another shot, and continues until missing, committing a foul, or wining the game by pocketing the 9- ball. After a miss, the incoming player must shoot from the position left by the previous player, but after any foul the incoming player may start with the cue ball anywhere on the table. Players are not required to call any shot. A match ends when one of the players has won the required number of games.

RACKING THE BALLS

The object balls are racked in a diamond shape, with the 1-ballat the top of the diamond and on the foot spot, the9-ballin the center of the diamond, and the other balls in random order, racked as tightly possible. The game begins with cue ball in hand behind the head string.

LEGAL BREAK SHOT

The rules governing the break shot are the same as for other shots except:

1.The breaker must strike the I-ballfirst and either pocket a ball or drive at least four numbered balls to the rail.

2.If the cue ball is pocketed or driven off the table, or the requirements of the opening break are not met, it is a foul, and the incoming player has cue ball in hand anywhere on the table.

3.If on the break shot, the breaker causes an object ball to jump off the table, it is a foul and the incoming player has cue ball in hand anywhere on Diagram 21 the table. The object ball is not re-spotted(exception; if the object ball is the 9-ball, it is re-spotted).

CONTINUING PLAY

On the shot immediately following a legal break, the shooter may play a “push out.” (See “Push

Out”). If the breaker pockets one or more balls on a legal break, he continues to shoot until he misses, fouls, or wins the game. If the player misses or fouls, the other player begins an inning and shoots until missing, committing a foul, or winning. The game ends when the 9-ballis pocketed on a legal shot, or the game is forfeited for a serious infraction of the rules.

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PUSH OUT

The player who shoots the shot immediately after a legal break may play a push out in an attempt to move the cue ball into a better position for the option that follows. On a push out, the cue ball is

not

An illegal push out is penalized according to the type of foul committed. After a player scratches on the break shot, the incoming player cannot play a push out.

FOULS

When a player commits a foul, he must relinquish his run at the table and no balls pocketed on the foul shot are re-spotted(exception; if a pocketed ball is the 9-ball, it is re-spotted).The incoming player is awarded ball in hand; prior to his first shot he may place the cue ball anywhere on the table. If a player commits several fouls on one shot, they are counted as only one foul.

BAD HIT

If the first object ball contacted by the cue ball is not the lowest numbered ball on the table, the shot is foul.

NO RAIL

If no object ball is pocketed, failure to drive the cue ball or any numbered ball to a rail after the cue ball contacts the object ball on is a foul.

IN HAND

When the cue ball is in hand, the player may place the cue ball anywhere on the bed of the table, except in contact with an object ball. The player may continue to adjust the position of the cue ball until shooting.

OBJECT BALLS JUMPED OFF THE TABLE

An un-pocketedball is considered to be driven off the table if it comes to rest other than on the bed of the table. It is a foul to drive an object ball off the table. The jumped object ball(s) is not respotted ( exception: if the object ball is the9-ballit isre-spotted)and play continues.

JUMP AND MASSE SHOT FOUL

If a match is not refereed, it will be considered a cue ball foul if during an attempt to jump, curve or masse the cue ball over or around an impeding numbered ball, the impeding ball moves (regardless of whether it was moved by a hand; cue stick follow-throughor bridge).

THREE CONSECUTIVE FOULS

If a player fouls three consecutive times on three successive shots without making an intervening legal shot, the game is lost. The three fouls must occur in one game. The warning must be given between the second and third fouls. A player’s inning begins when it is legal to take a shot and ends at the end of a shot on which he misses, fouls or wins, or when he fouls between shots.

END OF GAME

A game starts as soon as the cue ball crosses over the head string on the opening break. The 1- ball must be legally contacted on the break shot. The game ends at the end of a legal shot which pockets the 9-ball,or when a player forfeits the game as the result of a foul

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TABLE SOCCER

Table soccer is also called “foosball.” It can be played by two teams of four players each or by two individuals:

The Object of the Game

To be the first team (or player) to score a predetermined number of points or to score the most points in given amount of time.

Serving

The server rolls the ball through the serving hole to start the game, after a point is scored, or after a ball leaves the table. The server can spin the ball to influence the serve, but the ball must be struck by one of the serving team’s (or server’s) player figures. Once the ball is in play, it remains in play until it is hit off the table, a dead ball is declared, time out is called, or a point is scored.

Passing

If a ball is pinned on the 5-manrod, it cannot be passed to the3-manrod of the same team without touching at least two player figures as it is being passed.

Scoring

When a ball enters the opposing team’s goal, a point is scored. If the ball enters the goal, but bounces back onto the playing surface or leaves the table, it still counts as a goal.

Spinning Rods

Spinning the rods is illegal.

Ball Off the Table

If the ball leaves the playing surface and strikes any object that is not part of the table, it is declared “off the table” and should be put back into play by a serve from the team (or player) that originally served that ball. If the ball rolls into the serving cup and then returns to the playing surface, it is still considered “in play.”

Dead Ball

If a ball has completely stopped its motion and cannot be reached by any player figure, it is declared a “dead ball.” If the ball is declared dead between the goal and the 2-manrod, it should be put back into play by placing it in nearest corner and releasing it. If the ball is declared dead anywhere else on the playing surface, it should be put back into play by a serve from the team that originally served the ball. If a ball is spinning in place, it is not considered a dead ball.

TABLE HOCKEY

The Object of the Game

To score a predetermined number of points or to score the most points in given amount of time.

To Play

Flip a coin to determine who will begin play. Play begins when the puck is placed on the playing surface. Players must hit the puck with the striker and attempt to shoot it into their opponent’s goal. One point is awarded when a puck is shot into the opponent’s goal.

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CHECKERS

Checkers is a board game for two people. To play, you need the following:

A board divided into 64 squared, 8 along each side. The squares are alternately colored light and dark.

A set of 12 pieces fore each player. (One set each dark and light)

The board should be set up as shown in the diagram to the right.

Object Of The Game:

A player must capture all his opponent’s pieces or position his own pieces so his opponent is unable to make a move.

The Basics:

The players sit facing each other with the board positioned so that each player has a dark square at the left end of their first row. Each player places his pieces in the dark squares of the first three rows on his side of the board. The player with the darker pieces always moves first. Moves are made diagonally, and one move may be made on each turn. You can only move your piece into a square that is vacant. If one of your pieces is next to one of your opponent’s pieces and the square beyond is free, you must jump over the opponents piece which is then removed from the board. You can jump from vacant square to another vacant square several times in a row with the same piece and capture several of your opponents pieces. Once a piece has reached the far end of the board, it becomes a king (this is signified by stacking two checkers on top of each other) A king can move and jump diagonally both backwards and forwards. Kings can be captured like any other pieces.

The Finer Points:

You must make your move with the first piece that you touch unless you have stated that you intend to arrange your piece properly on the square. If you touch an unplayable piece, you receive a “caution”. If you commit a second offense, you forfeit the game.

You must make your move within five minutes, if you fail to move, an appointed time-keeperwill call “time”. You then have one minute to make you move or you forfeit the game.

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CHESS

Chess is a game played by two players. One player plays with the white pieces and the other player plays with the black pieces. Each player has sixteen pieces in the beginning of the game: One King, One Queen, two Rooks, two Bishops, two Knights, and eight Pawns.

The game is played on a chessboard, consisting of 64 squares: eight rows and eight columns. The squares are alternately light (white) and dark colored. The board must be laid down such that there is a black square in the lower-leftcorner. To facilitate notation of moves, all squares are given a name. From the view of the white player, the rows are numbered 1, 2, 3, 4, 5, 6, 7, 8; the lowest row has number 1, and the upper row has number 8. The columns are named, from left to right, a, b, c, d, e, f, g, h. A square gets a name, consisting of the combination of itscolumn-letterandrow-number,e.g., the square in the lower left corner (for white) is a1.

Alternately, the players make a move, starting with the white player (the player that plays with the white pieces.) A move consists of moving one of the pieces of the player to a different square, following the rules of movement for that piece - there is one special exception, named castling, where players move two pieces simultaneously.

A player can take a piece of the opponent by moving one of his own pieces to the square that contains a piece of the opponent. The opponents piece then is removed from the board, and out of play for the rest of the game. (Taking is not compulsory.)

At the start of the game, the position of the pieces is as follows.

Thus, at the second row, there are eight white pawns, at the seventh row, there are eight black pawns. At the first row, from left to right, we have a: rook, knight, bishop, queen, king, bishop, knight, and rook. Note that the queens start of squares of their own color, with a dark square in each players left hand corner.

Movement of the pieces

Rook

The rook moves in a straight line, horizontally or vertically. The rook may not jump over other pieces, that is: all squares between the square where the rook starts its move and where the rook ends its move must be empty. (As for all pieces, when the square where the rook ends his move contains a piece of the opponent, then this piece is taken. The square where the rook ends his move may not contain a piece of the player owning this rook.)

Bishop

The bishop moves in a straight diagonal line. The bishop may also not jump over other pieces.

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Queen

The queen has the combined moves of the rook and the bishop, i.e., the queen may move in any straight line, horizontal, vertical, or diagonal.

Knight

The knight makes a move that consists of first one step in a horizontal or vertical direction, and then one step diagonally in an outward direction. The knight jumps: it is allowed that the first square that the knight passes over is occupied by an arbitrary piece. For instance, white can start the game by moving his knight from b1 to c3. The piece that is jumped over is further not affected by the knight: as usual, a knight takes a piece of the opponent by moving to the square that contains that piece.

Pawn

The pawn moves differently regarding whether it moves to an empty square or whether it takes a piece of the opponent. When a pawn does not take, it moves one square straight forward. When this pawn has not moved at all, i.e., the pawn is still at the second row (from the owning players view), the pawn may make a double step straight forward. For instance, a white pawn on d2 can be moved to d4.

When taking, the pawn goes one square diagonally forward.

There is one special rule, called taking en-passant.When a pawn makes a double step from the second row to the fourth row, and there is an enemy pawn on an adjacent square on the fourth row, then this enemy pawn inthe next move may move diagonally to the square that was passed over by thedouble-steppingpawn, which is on the third row. In this same move, thedouble-step-ping pawn is taken. This takingen-passantmust be done directly: if the player who could take enpassant does not do this in the first move after the double step, this pawn cannot be taken anymore by anen-passantmove.

Pawns that reach the last row of the board promote. When a player moves a pawn to the last row of the board, he replaces the pawn by a queen, rook, knight, or bishop (of the same color). Usually, players will promote the pawn to a queen, but the other types of pieces are also allowed. (It is not required that the pawn is promoted to a piece taken. Thus, it is for instance possible that a player has at a certain moment two queens.)

King

The king moves one square in any direction, horizontally, vertically, or diagonally. There is one special type of move, made by a king and rook simultaneously, called castling: see below.

The king is the most important piece of the game, and moves must be made in such a way that the king is never in check: see below.

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Castling

Under certain, special rules, a king and rook can move simultaneously in a castling move.

The following conditions must be met:

·The king that makes the castling move has not yet moved in the game.

·The rook that makes the castling move has not yet moved in the game.

·The king is not in check.

·The king does not move over a square that is attacked by an enemy piece during the castling move, i.e., when castling, there may not be an enemy piece that can move (in case of pawns: by diagonal movement) to a square that is moved over by the king.

·The king does not move to a square that is attacked by an enemy piece during the castling move, i.e., you may not castle and end the move with the king in check.

·All squares between the rook and king before the castling move are empty.

·The King and rook must occupy the same rank (or row).

When castling, the king moves two squares towards the rook, and the rook moves over the king to the next square, i.e., white’s king on e1 and rook on a1 move to: king c1, rook d1 (long castling), white’s king on e1 and rook on h1 move to: king g1, rook f1 (short castling), and similar for black.

Check, mate, and stalemate

Check

When the king of a player can be taken by a piece of the opponent, one says that the king is in check. For instance, the white player moves his rook to a position such that it attacks the black king, i.e., if black doesn’t do anything about it, the rook could take the black king in the next move: we say that the white rookgives check. It is considered good manners to saycheck when one checks ones opponent.

It is not allowed to make a move, such that ones king is in check after the move. If a player accidently tries to make such a move, he must take the move back and make another move (following the rules that one must move with the piece one has touched.)

Mate

When a player is in check, and he cannot make a move such that after the move, the king is not in check, then he is mated. The player that is mated lost the game, and the player that mated him won the game.

Note that there are three different possible ways to remove a check:

Move the king away to a square where he is not in check.

Take the piece that gives the check.

(In case of a check, given by a rook, bishop or queen: ) move a piece between the checking piece and the king.

Stalemate

When a player cannot make any legal move, but he is not in check, then the player is said to be stalemated. In a case of a stalemate, the game is a draw.

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SHUFFLEBOARD

Shuffleboard is a game for two players ore teams of two players each.

To play you need the following:

A clean and properly waxed board.

A set of pucks.

Object Of The Game:

To slide the discs into the scoring diagram on the opposite end of the board. Players (or team members) play at opposite ends of the board, and games are played until one player (or team) scores 15 points.

To Play:

Order of play and puck colore are determined by the flip of a coin. The winner of the flip may choose “color” or the “hammer” (the last puck shot in a round), but not both. The player or team without the hammer shoots first. Players alternate shooting until all pucks have been shot. Points are counted and play continues from the opposite end. The team which scored points on the previous round shoots first on the next round. If no points are scored on the preceding round, the hammer changes. (I.e. the team that had the hammer during the round where no points were scored must shoot first next round.

Play continues until one team reaches 15 points.

How To Keep Score:

Only one team scores i a round. The team which has their puck closest to the end of the board

(away from the shooter) scores. All of their pucks which are between the end of the board (away from the shooter) and their opponents pucks which is closest to the end of the board are added together for the score for that round.

A puck scores one point if it is between the short foul line and the “2” line.

BACKGAMMON

Setup

Backgammon is a game for two players, played on a board consisting of twenty-fournarrow triangles calledpoints. The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player’shome board andouter board, and the opponent’s home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called thebar.

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Figure 1. A board with the checkers in their initial position. An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right.

The points are numbered for either player starting in that player’s home board. The outermost point is the twenty-fourpoint, which is also the opponent’s one point. Each player has fifteen checkers of his own color. The initial arrangement of checkers is: two on each player’stwenty-fourpoint, five on each player’s thirteen point, three on each player’s eight point, and five on each player’s six point.

Both players have their own pair of dice and a dice cup used for shaking. A doubling cube, with the numerals 2, 4, 8, 16, 32, and 64 on its faces, is used to keep track of the current stake of the game.

Object of Game

The object of the game is for a player to move all of his checkers into his own home board and then bear them off. The first player to bear off all of his checkers wins the game.

Figure 2. Direction of movement of White’s checkers. Red’s checkers move in the opposite direction.

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Object of Game

To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice. After the first roll, the players throw two dice and alternate turns.

The roll of the dice indicates how many points, or pips, the player is to move his checkers. The checkers are always moved forward, to alower-numberedpoint. The following rules apply:

1.A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers.

2.The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and

3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open.

Figure 3. Two ways that White can play a roll of eight.

1.A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.

2.A player must use both numbers of a roll if this is legally possible (or all four numbers of a double). When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can.

Hitting and Entering

A point occupied by a single checker of either color is called a blot. If an opposing checker lands on a blot, the blot ishit and placed on thebar.

Any time a player has one or more checkers on the bar, his first obligation is to enter those checker(s) into the opposing home board. A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice.

For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent’s four point or six point, so long as the prospective point is not occupied by two or more of the opponent’s checkers.

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Figure 4. If White rolls a six and a four (10) with a checker on the bar, he must enter the checker onto Red’s four point since Red’s six point is not open.

If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn.

After the last of a player’s checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker.

Bearing Off

Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six point.

If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numberedpoint. If there are no checkers onhigher-numberedpoints, the player is permitted (and required) to remove a checker from the highest point on which one of his checkers resides. A player is under no obligation to bear off if he can make an otherwise legal move.

Figure 5. White rolls a six and a four (10) and bears off two checkers.

A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-offprocess, the player must bring that checker back to his home board before continuing to bear off. The first player to bear off all fifteen checkers wins the game.

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Doubling

Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice.

A player who is offered a double may refuse, in which case he concedes the game and pays one point. Otherwise, he mustaccept the double and play on for the new higher stakes. A player who accepts a double becomes theowner of the cube and only he may make the next double.

Subsequent doubles in the same game are called redoubles. If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game.

Gammons and Backgammons

At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube (one point, if there have been no doubles). However, if the loser has not borne off any of his checkers, he isgammoned and losestwice the value of the doubling cube. Or, worse, if the loser has not borne off any of his checkers and still has a checker on the bar or in the winner’s home board, he isbackgammoned and losesthree times the value of the doubling cube.

TABLE TENNIS

Scoring

The player, or doubles team, who first scores 21 points wins the game. However, you must win by two points so a game could go on to 30-50points before being decided. A match is usually the best two out of three games, and in international championships, it is best three out of five games. In other words, if you lose the first game it’s not the end of the world; winning the next games can make you the winner.

Choice of Ends and Service

Who starts serving and which player gets to stand at which end? You can flip a coin, if you win the flip you can choose to SERVE or RECEIVE from the end you like. After each game you will alternate the ends. Should there be a tie, for instance, one game to one game, the players will change ends after the first player reaches 10 points in the final game.

The Serve

Stand behind your end of the table. Hold the ball in the palm of your free hand and throw the ball straight up in the air. As the ball falls, hit it so it lands on your half of the table, makes one bounce, and lands on the other side of the table. If the serve touches the net, it is a let, and you must serve again. If it touches the net and lands on the floor, you lose a point. If the serve goes into the net, you lose the point. You serve until five points have been scored, and then the other player gets to serve for the next five points. At 20 to 20 (you must win by two points), you alternate the serve after each point.

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The Server

The server is the player who starts the game by being the first to put the ball into play.

The Receiver

The receiver is the player who receives the ball from the server and returns it over the net.

If you are the receiver, remember: The ball must not bounce twice on your side of the table and you can hit the ball only once to return it. Try to hit the ball on its highest peak and you will have a better angle hitting it back onto the opponent’s side.

If your return touches the net and goes over, it’s okay. If it goes into the net, it is bad news! You lose a point. If your return goes over the net but misses the table, bad news again! You lose another point. Should your returning ball touch the edge of the table on your opponent’s side, that’s great! It’s very hard to return an edge ball. As long as the ball hits the edge while dropping, it counts. Should the ball hit the side of the table top, it is not considered an edge ball and will not count.

Win a Point

If the opponent fails to return your shot. Your shot can hit the boundary lines (white lines) on your opponent’s side or even the edge of the table and it is legal. Your serve can also hit the edge and it is legal.

If you hit the ball off the table but it lands on you opponent’s paddle before it touches the floor or wall. This may seem odd that you can win a point by missing the table, but this rule is to prevent any volley play.

Lose a Point

If when attempting to serve or make a return, you miss the ball.

If you hit the ball into the net, including the top of the net, and it comes back to your side of the table.

If you hit the ball wide or too far so the first bounce hits the floor or the wall.

If you hit the ball before it bounces on your side of the table. No volley is allowed.

If the ball bounces twice on your side of the table before hitting it. If you move the table or touch the net during play.

Legal Point

It is legal to hit the ball around the side of the net to land the ball on your opponent’s side.

BOWLING

Game - Definition

A game of American ten pins consists of ten frames. A player delivers two balls in each of the first nine frames unless a strike is scored. In the tenth frame, a player delivers three balls if a strike or spare is scored. Every frame must be completed by each player bowling in regular order.

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Game - How Scored - Rule 1

Except when a strike is scored, the number of pins knocked down by the player’s first delivery is to be marked next to the small square in the upper right hand corner of that frame, and the number of pins knocked down by the player’s second delivery is to be marked inside the small square. If none of the standing pins are knocked down by the second delivery in a frame, the score sheet shall be marked with a (-).The count for the two deliveries in the frame shall be recorded immediately.

Spare - Rule 2

A spare is scored when pins left standing after the first delivery are knocked down with the second delivery in that frame. It is delivery are knocked down with the second delivery in that frame. It is marked by a (/) in the small square in the upper right -handcorner of the frame. The count for a spare is 10 plus the number of pins knocked down by the player’s next delivery.

Strike - Rule 3

A strike is make when the full setup of 10 pins is knocked down with the first delivery in a frame. It is marked by an (x) in the small square in the upper right-handcorner of the frame where it was made. The count for one strike is 10 plus the number of pins knocked down on the player’s next two deliveries.

Triple or Turkey - Rule 4

Three successive strikes is a triple or turkey. The count for the first strike is 30. To bowl the maximum score of 300, the player must bowl 12 strikes in succession.

Double - Rule 5

Two consecutive strikes is a double. The count for the first strike is 20 plus the number of pins knocked down with the first delivery following the second strike.

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PRODUCT PARTS LIST

G05610

 

 

 

 

 

 

 

Part #

Description

Qty

Part #

Description

Qty

H1

5/16 Bolt

16

A1

Soccer Ball

 

2

H2

5/16 Washer

16

A2

Billiard Ball Set

1

H3

Cabinet Rod

2

A3

Cue Stick

 

2

H4

1/4 Washer

4

A4

Mini Triangle

 

1

H5

1/4 Lock Nut

4

A5

Cue Chalk

 

2

H6

3/16 Barrel Nut

8

A6

Table Brush

 

1

H7

3/16 x 1-3/4Bolt

8

A7

Hockey Striker

2

H8

3/16 Washer

8

A8

Hockey Puck

 

2

H9

1/2” Round Head Screw

10

A9

Bowling Pin Set

1

H10

Allen Wrench

1

A10

Shuffle Puck Set

1

H11

Plastic Rod Washer

16

A11

Table Tennis Racket

2

H12

Rubber Rod Bushing

16

A12

Table Tennis Net

1

H13

Wrench

1

A13

Table Tennis Ball

2

P1

Side Panel

2

A14

Chess Set

 

1

P2

End Panel

2

A15

Checker Set

 

1

P3

Playfield

1

A16

Dice Set

 

1

P4

Right Leg

2

A17

Bowling Ball

 

1

P5

Left Leg

2

A18

Card Deck

 

1

P6

Playfield Support Brace

2

A19

Post Set

 

1

P7

Rod Handle

8

A20

Horseshoe Set

1

P8

Rod End Cap

8

A21

Ring Toss Set

 

1

P9

Ball Catcher

2

C1

4Player Rod Only

2

P10

Billiard Cabinet

1

C2

3 Player Rod Only

4

P11

Leg Panel

2

C3

2 Player Rod Only

2

G1

Hockey Top/Table Tennis

1

C4

Rod Spring

 

16

G2

Checker/Backgammon

1

C5

Player Screw

 

24

R1

2 Player Rod Yellow

1

C7

Yellow Player

 

12

R2

3 Player Rod Yellow

2

C8

Blue Player

 

12

R3

4 Player Rod Yellow

1

C9

Rod Bushing

 

16

R4

2 Player Rod Red

1

C13

Hardware Kit

 

1

R5

3 Player Rod Red

2

C14

Owners Manual

1

R6

4 Player Rod Red

1

 

 

 

 

 

 

 

 

 

 

 

 

PLEASE RETAIN THIS MANUAL FOR FUTURE REFERENCE. STORE THE MANUAL IN THE MANUAL STORAGE BAG LOCATED UNDER YOUR TABLE.

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90 DAY LIMITED WARRANTY

This consumer warranty extends to the original consumer purchase of any ESCALADE SPORTS

Product (hereinafter referred as the "Product").

WARRANTY DURATION: This Product is warranted to the original consumer purchase of a period of 90 days from the original purchase.

WARRANTY COVERAGE: ESCALADE SPORTS warrants to the original Consumer Purchaser that any Product of its manufacture is free from defects in material and workmanship when used for the intended purpose under normal use and conditions. THIS WARRANTY IS VOID IF THE PRODUCT HAS BEEN DAMAGED BY ACCIDENT, UNREASONABLE USE, NEGLIGENCE,

IMPROPER SERVICE, FAILURE TO FOLLOW INSTRUCTIONS PROVIDED WITH THE PROD-

UCT OR OTHER CAUSES NOT ARISING OUT OF DEFECTS IN MATERIAL AND WORKMANSHIP.

WARRANTY PERFORMANCE: During the above 90 day warranty period, ESCALADE SPORTS shall repair or replace with a comparable model, and Product, or component thereof, which may prove defective under normal use and proper care, and which our examination shall disclose to our satisfaction to be thus defective, please contact our Warranty Dept.

1-866-556-2759 /Warranty Dept. Or Write us at:

Escalade® Sports, Inc. - P.O. Box 889, Evansville, IN 47706

Attn: Warranty Dept. Or E-mailus at:

fooseball@escaladesports.com

Other than shipping requirements no charge will be made for such repair or replacement of inwarranty Products. ESCALADE SPORTS strongly recommends that the Product is insured for

value prior to mailing.

WARRANTY DISCLAIMERS: ANY IMPLIED WARRANTIES ARISING OUT OF THIS SALE, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED IN DURATION TO THE ABOVE 90 DAY PERIOD. ESCALADE SPORTS SHALL NOT BE LIABLE FOR LOSS OF USE OF THE PRODUCT OR OTHER CONSEQUENTIAL OR INCIDENTAL COSTS, EXPENSES OR DAMAGES INCURRED BY THE CONSUMER OF ANY OTHER USE.

Some states do not allow the exclusion or limitation of implied warranties or consequential or incidental damages, so the above limitations or exclusions may not apply to you.

LEGAL REMEDIES: This warranty gives you specific legal rights and you may also have other rights which may vary from state to state.

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