Escalade Sports G05607 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
DO NOT RETURN IT TO THE STORE,
please contact us toll free @:
1-866-556-2759
FAX: 1-866-873-3531
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.
Y our Model Number _______________________
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G05607
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I
MPORTANT! 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:
Small Allen Wrench H11 Included with the Hardware Kit Large Allen Wrench H12 Included with the Hardware Kit 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 soccer table.
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, OPERA TION, 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 P1
UPSIDE DOWN
as shown in FIGURE 1.
3. Using the Allen wrench provided H12, attach the legs using bolts H1 and washers H2 into the side panels and bolts H2 and washers H3 into the end panels as shown in FIGURE 1. Remember to start all hardware by hand before you tighten anything.
4. Screw one leg leveler P3 into the bottom of each leg as shown in FIGURE 1.
CAUTION:
Start all hardware by hand before you tighten anything.
5. Tighten all hardware at this time.
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Figure 1
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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 .
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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 in FIGURE 2. The ball entry hole will be closest to the floor.
9. Align the rods as shown in FIGURE 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
Set the rods as shown noting the location of the hole / handle end.
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CAUTION:
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10. Once you are sure you have the rods set up correctly, slide the other side panel P4 onto the rods as shown in FIGURE 3.
11. Set the playfield in the grooves in the side panels as shown in FIGURE 3.
12. Place the playfield support braces P6 on the playfield and slide the playfield support rods H5 through the side panels and down the groove of the playfield support brace. Secure the playfield support rods by hand with finishing nuts H4 and washers H3. Do not tighten at this time.
Figure 3
13. Using the Allen wrench provided attach the end panels P7 using bolts H6 and washers H7 as shown in FIGURE 4. Remember to start all hardware by hand before you tighten anything.
Figure 4
14. Noting the corner alignment as shown in FIGURE 4, tighten all hardware at this time.
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15. Attach the ball return scoop P10 to the bottom of the soccer table using screws H10 as shown in FIGURE 5. Repeat for both ends of the table.
Figure 5
16. Place the previously assembled billiard table where you want it in your Game Room. Place the Billiard surface G3 on the table. Next place the Hockey Top G1 on the billiard table. Then place the Table Tennis Top G2 and the Chess Top G4 on the billiard table. See FIGURE 7 on the following page. 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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17. After you have turned the table over attach the scorers P9 to the top of each end panel using screws H9 as swown in FIGURE 6.
Figure 6
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18. Use the pin P13 to lock the tables together by inserting it in the hole in the side panel as shown in FIGURE 7.
19. Attach the ball entry cup P8 to the side panel using screws H9 as shown in FIGURE 7.
20. Slide the handles P11 onto the ends of the rods with the hole closeset to the end of the rod as shown in FIGURE 7. Make sue the handles go on completly. A drop of liquid sopa will help them slide on the rods.
21. Slide the rod end caps P12 to the other end of the rod.
Figure 7
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Congratulations! You have now assembled your soccer table. Please note the Care and Use instructions below to insure many years of trouble free use of your game table.
CARE AND USE OF YOUR TABLE
WARNING - to reduce the risk of fire, electric shock, or injury to persons, for
cleaning and user maintenance, such as lubrication you MUST unplug or disconnect the appliance from the power supply before servicing.
This appliance has a polarized pulg (one blade is wider thant the other). To reduce the risk of electric shock, this plug is intended to fit in a polarized outlet only one way. If the plug does not fit fully in the outlet, reverse the plug. If it still does not fit, contact a qualified electrician. DO NOT attempt to defeat this safety feature.
1. Apply spray furniture polish to a clean cloth and wipe down the rods
to make them slide easier in the bushings.
2. Apply spray furniture polish to a clean cloth and wipe down the hockey playfield
to make the pucks slide faster on the table.
2. Use spray furniture polish to clean all exterior surfaces of your game table.
3. Use only a suitable 120v AC household outlet.
3. This product is intended for INDOOR use only .
4. DO NOT sit, climb or lean on the table.
5. DO NOT drag the table when moving it. This will damage the legs
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8 - BALL
Eight-Ball is 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 ( 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-Ball may continue to shoot so long as any object ball is legally pocketed on the break.
solid colors
), while the other
RACKING THE BALLS
The balls are racked in a triangle at the foot of the table with the 8-ball in 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.
AL TERNATING 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
bridge)
.
(regardless of whether it was moved by a hand, cue stick follow-through or
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-racked and having the option of shooting the opening break or allowing the offending player to re-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
ball: see rule “Object Balls Jumped Off Table On Break”)
, (2) it is a foul, (3) the table is open.
(exception, the 8-
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-BALL POCKETED ON THE BREAK
If the 8-ball is pocketed on the break, breaker may ask for a re-rack or have the 8-ball spotted and continue shooting. If the breaker scratches while pocketing the - ball on the break, the incoming player has the option of a re-rack or having the 8-ball spotted 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 or vice-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-ball first in the process of pocketing the called stripe or solid. However, when the table is open and the 8-ball is 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.
COMBINA TION SHOTS
Combination shots are allowed; however, the 8-ball can’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 the 8-ball is 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 the 8-ball.
LOSS OF GAME
A player loses the game by committing any of the following infractions:
1. Fouls when pocketing the 8-ball
(exception: see 8-Ball Pocketed On The Break).
2. Pockets the 8-ball on the same stroke as the last of his group of balls.
3. Jumps the 8-ball off the table at any time.
4. Pockets the 8-ball in a pocket other than the one designated
5. Pockets the 8-ball when 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.
ST ALEMA TED GAME
If, after 3 consecutive turns at the table by each player
referee, both players agree)
that attempting to pocket or move an object ball will result in loss of
(6 turns total)
, the referee judges
(or if no
game, the balls will be reracked with the original breaker of the stalemated game breaking again. The stalemate rule may only be used when there are only two object balls and the 8-ball remaining 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-Ball is 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 9­ball. 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-ball at the top of the diamond and on the foot spot, the 9-ball in 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-ball first 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-ball is 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-pocketed ball 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 the 9-ball it is re-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-through or 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 1­ball 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-man rod, it cannot be passed to the 3-man rod 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-man rod, 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-keeper will 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-left corner. 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 its column-letter and row-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 the double-stepping pawn, which is on the third row. In this same move, the double-step­ping pawn is taken. This taking en-passant must 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 an en-passant move.
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 ( white’s king on e1 and rook on h1 move to: king g1, rook f1 (
short castling
), and similar for black.
long castling
),
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
check
. For instance, the white player moves his rook to a position such that it attacks the black
in
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 rook
gives check.
It is considered good manners to say
check
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 acci-
dently 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
© 2003 Escalade Sports
. 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-four narrow triangles called points. The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player’s home board and outer 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 the bar.
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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-four point, 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 ’s twenty-four point, 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 a lower-numbered point. 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 is hit and placed on the bar.
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-numbered point. If there are no checkers on higher-numbered points, 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-off process, 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 must accept the double and play on for the new higher stakes. A player who accepts a double becomes the owner 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 is gammoned and loses
twice
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 is backgammoned and loses
three 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 30-50 points 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 -hand corner 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-hand corner 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
G05607
Part # Description Qty Part # Description Qty H1 3/8 x 1-3/4 Bolt 8
H2 3/8 x 1-3/8 Bolt 8 H3 3/8 Flat Washer 22 H4 Finishing Nut 6 H5 1/4 x 28-1/2 Cabinet Rod 3 H6 5/16 x 2 Bolt 8 H7 5/16 Washer 8 H8 3/4 Flat Head Screw 4 H9 5/8 Round Head Screw 14 H10 3/8 Round Head Screw 12 H11 Small Allen Wrench 1 H12 Large Allen Wrench 2 P1 Billiard Table 1 P2 Leg 4 P3 Leg Leveler 4 P4 Side Panel 2 P5 Playfield 1 P6 Playfield Support Brace 3 P7 End Panel 2 P8 Ball Entry Cup 2 P9 Scorer 2 P10 Ball Return Scoop 2 P11 Rod Handle 8 P12 Rod End Cap 8 P13 Iron Pin 2 G1 Hockey Top 1 G2 Table Tennis Top 1 G3 Billiard Surface 1 G4 Checker Board 1 R1 2 Player Rod Red 1 R2 3 Player Rod Red 2 R3 5 Player Rod Red 1 R4 2 Player Rod Blue 1
R5 3 Player Rod Blue 2 R6 5 Player Rod Blue 1 A1 Soccer Ball 2 A2 Billiard Ball Set 1 A3 Cue Stick 2 A4 Mini Triangle 1 A5 Cue Chalk 2 A6 Table Brush 1 A7 Hockey Striker 2 A8 Hockey Puck 2 A9 Bowling Pin Set 1 A10 Shuffle Puck Set 1 A11 Table Tennis Racket 2 A12 Table Tennis Net 1 A13 Table Tennis Ball 2 A14 Chess Set 1 A15 Checker Set 1 A16 Dice Set 1 A17 Bowling Ball 1 C1 5Player Rod Only 2 C2 3 Player Rod Only 4 C3 2 Player Rod Only 2 C4 Rubber Bushing 16 C5 Player Screw 26 C6 Player Screw Nut 26 C7 Red Player 13 C8 Blue Player 13 C9 Rod Bushing 16 C10 Blower Motor 1 C1 1 Blower Motor Grill 1 C12 Junction Box with Cord 1 C13 Hardware Kit 1 C14 Owners Manual 1
PLEASE RETAIN THIS MANUAL FOR FUTURE REFERENCE.
STORE THE MANUAL IN THE MANUAL STORAGE BAG LOCATED
© 2003 Escalade Sports
UNDER YOUR TABLE.
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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 WORKMAN­SHIP.
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-mail us at:
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.
W ARRANTY 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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