Escalade Sports G05628 User Manual

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S P O R T S

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.

G05628

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 STARTING

THAT STEP.

TWO ADULTS ARE REQUIRED TO ASSEMBLE

THIS GAME TABLE

Tools Required:

Allen Wrench H11,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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164

renchW Flat

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3

Surface (1)

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Yellow

Yellow

Yellow

6

Post

Ring Toss Set

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c 21Di Cupe

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

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

3.Attach the legs P4 and P5 using bolts H1, washersH2 and nutsH3 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 hockey table over set it aside and complete the following steps for the soccer table assembly.

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6.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.

7.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.

8.Align the rods as shlocationwnin FIGUREof the hole2. thatPleaise note the 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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9.Once your are sure you have the rods set up correctly, slide the other side panel P1 onto the rods as shown inFIGURE 3.

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

FIGURE 3.

Figure 3

11.Attach the end panels P2 using boltsH8, washersH9, and barrel nutsH7 as shown inFIGURE 4. Use a screw driver to align the barrel nuts if necessary. Use caution when tightening theH8 bolts. Do not overtighten.

Figure 4

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12.Once you have the playfield set, place the playfield support braces P6 on the playfield and slide the cabinet rodsH4 through the side panels and down the groove of the playfield support brace. Secure the cabinet rods with washerH5 and lock nutsH6 as shown inFIGURE 5. Tighten all hardware at this time.

Figure 5

13.Place the previously assembled hockey table where you want it in your Game Room. Place the game table tops G1.G2.G3 on the hockey table. Now place the soccer

table on top of the

able.

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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14.After you have turned the table over attach the ball catchers P9 to each end panel using screwsH10 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 cap P8 on the other end of the rod.

Figure 6

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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.

 

RING TOSS

 

 

Secure the ringt toss posts to eachboardend.Playersof the baseball/football

ake

t

turns tossing the rings at the pos s. Play until one player reaches ten poin s.

 

 

FOOTBALL

 

Set the goals at each end of the football playfield. Take turns kicking the plastic triangle footballs

through goals. Each goal counts as 7 points. Keep score on a separate sheet of paper.Play 4 ten minute periods. The person with the hightest score at the end wins.

BASEBALL

Have one player slowly pitch one of the baseball pieces towards home plate.The other player will hit the baseball piece with the bat and move one of their team markers according to the results from the hit.You can set your own rules for how far the baseball piece must be in the out field circle for it to count. Keep track of your score and the innings on a separate sheet of paper.

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For Customer Service Call 1-866-556-2759

 

 

 

PRODUCT PARTS LIST

G05628

 

 

 

 

 

 

 

 

 

Part #

Description

Qty

Part #

Description

Qty

4olt

H1x 1-65/1

 

12

A1

Soccer Ball

 

2

 

H2

5/16 Washer

24

A2

Post

 

2

 

H3

5/16 Nut

12

A3

Ring Toss Set

2

 

H4

Cabinet Rod

2

A4

Hockey Striker

2

 

H5

1/4 Washer

4

A5

Hockey Puck

 

2

 

H6

1/4 Lock Nut

4

A6

Bowling Pin Set

1

 

H7

3/16 Barrel Nut

8

A7

Shuffle Puck Set

2

 

H8

3/16 x 1-3/4Bolt

8

A8

Table Tennis Racket

2

 

H9

3/16 Washer

8

A9

Table Tennis Net

1

 

H10

1/2” Round Head Screw

8

A10 Table Tennis Ball

2

 

H11

Allen Wrench

1

A11

Chess Set

 

1

 

H12

FlatW

rench

1

A12

Checker Set

 

1

 

P1

Side Panel

2

A13

Dice Set

 

1

 

P2

End Panel

2

A14

Bowling Ball Set

1

 

P3

Playfield

1

A15

Card Deck Set

1

 

P4

Right Leg

2

A16

Baseball Set

 

1

 

P5

Left Leg

2

A17

Baseball Bat Set

1

 

P6

Playfield Support Brace

2

A18

Baseball Markers Set

1

 

P7

Rod Handle

8

A19

Plastic Football Set

1

 

P8

Rod End Cap

8

A20

Goal Post

 

2

 

P9

Ball Catcher

2

A21

Dice Cup

 

1

 

P10

Hockey Cabinet

1

C1

4Player Rod Only

2

 

G1

Top/Table Tennis Top

1

C2

3 Player Rod Only

4

 

G2

Checker/Backgammon

1

C3

2 Player Rod Only

2

 

G3

Basball/Football Surface

1

C4

Rod Spring

 

16

 

R1

2 Player Rod Yellow

1

C5

Player Screw

 

24

 

R2

3 Player Rod Yellow

2

C7

Yellow Player

12

 

R3

4 Player Rod Yellow

1

C8

Red Player

 

12

 

R4 2 Player Rod Red

1

 

 

C9

Rod Bushing

 

16

 

R5

3 Player Rod Red

2

 

 

C10

Rod Washer

 

16

 

R6

4 Player Rod Red

1

C11

Hardware Kit

 

1

 

 

 

 

 

C12

Blower Motor

 

1

 

 

 

 

 

C13

Blower Motor Grill

1

 

 

 

 

 

C14

Junction Box With Cord

1

 

 

 

 

 

C15

Owners Manual

1

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

26

90 DAY L IMITE D WAR R ANTY

T his consumer warranty extends to the original consumer purchase of any E S C ALADE S P OR T S P roduct (hereinafter referred as the "P roduct").

WAR R ANT Y DUR AT ION: T his P roduct is warranted to the original consumer purchase of a period of 90 days from the original purchase.

WAR R ANT Y C OVE R AG E :E S C ALADE S P OR T S warrants to the original C onsumer P urchaser that any P roduct of its manufacture is free from defects in material and workmanship when used for the intended purpose under normal use and conditions . T HIS WAR R ANT Y IS VOID IF T HE P R ODUC T HAS B E E N DAMAG E D B Y AC C IDE NT, UNR E AS ONAB LE US E , NE G LIG E NC E , IMP R OP E R S E R VIC E , FAILUR E TO F OLLOW INS T R UC T IONS P R OVIDE D WIT H T HE P R ODUC T OR OT HE R C AUS E S NOT AR IS ING OUT OF DE F E C T S IN MAT E R IAL AND WOR K MAN- S HIP.

WAR R ANT Y P E R F OR MANC E :During the above 90 day warranty period, E S C ALADE S P OR T S shall repair or replace with a comparable model, and P roduct, 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:

E scalade® S ports, Inc. - P.O. B ox 889, E vansville, 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 P roducts . E S C ALADE S P OR T S strongly recommends that the P roduct is insured for value prior to mailing.

WAR R ANTY DIS C L AIME R S :ANY IMP LIE D WAR R ANTIE S AR IS ING OUT OF THIS S ALE , INC LUDING B UT NOT LIMITE D TO THE IMP LIE D WAR R ANTIE S OF ME R C HANTAB ILITY AND F ITNE S S F OR A PAR TIC ULAR P UR P OS E , AR E LIMITE D IN DUR ATION TO THE AB OVE 90 DAY P E R IOD. E S C ALADE S P OR TS

S HALL NOT B E LIAB LE F OR LOS S OF US E OF THE P R ODUC T OR OTHE R C ONS E QUE NTIAL OR INC IDE NTAL C OS TS , E XP E NS E S OR DAMAG E S IN- C UR R E D B Y THE C ONS UME R OF ANY OTHE R US E .

S ome 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.

L E G AL R E ME DIE S :T his warranty gives you specific legal rights and you may also have other rights which may vary from state to state.

© 2005 Escalade Sports

27

For Customer Service Call 1-866-556-2759