Escalade Sports G05619 BOOKLET 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.

G05619

Your Model Number _______________________

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IMPORTANT! READ THIS MANUAL ALL THE

WAY THROUGH BEFORE BEGINNING TO

PUT YOUR GAME TABLE TOGETHER!

THEN READ EACH STEP BEFORE START-

ING THAT STEP.

TWO ADULTS ARE REQUIRED TO ASSEMBLE

THIS GAME TABLE

Tools Required:

Allen Wrenchs H11 and H12 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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90 DAY LIMITED WARRANTY

This consumer warranty extends to the original consumer purchase of any ESCALADESPORTS 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 PRODUCT OR OTHER CAUSES NOT ARISING OUT OF DEFECTS IN MATERIAL AND WORKMAN-

SHIP.

WARRANTY PERFORMANCE: During the above 90 day warranty period, ESCALADESPORTS 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 LIM-

ITED 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 IN-

CURRED 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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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.

 

 

 

 

 

 

 

 

 

 

 

 

 

© 2004 Escalade Sports

 

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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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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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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 twocheckers.

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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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 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.

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 main cabinet P1 UPSIDE DOWN as shown inFIGURE 1.

3.Using the Allen wrench provided H12, attach the legsP10 using boltsH1 and washersH7 as shown inFIGURE 1. Remember to start all hardware

by hand before you tighten anything.

Figure 1

CAUTION:

Start all hardware by hand before you tighten anything.

4. 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.

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

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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For Customer Service Call 1-866-556-2759