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 @:
1-866-556-2759
FAX: 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.
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 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-game 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.
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:
fooseball@escaladesports.com
Other than shipping requirements no charge will be made for such repair or replacement of inwarranty Products. ESCALADE SPORTS strongly recommends that the Product is insured for
value prior to mailing.
WARRANTY DISCLAIMERS: ANY IMPLIED WARRANTIES ARISING OUT OF
THIS SALE, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED IN DURATION TO THE ABOVE 90 DAY PERIOD. ESCALADE SPORTS
SHALL NOT BE LIABLE FOR LOSS OF USE OF THE PRODUCT OR OTHER
CONSEQUENTIAL OR INCIDENTAL COSTS, EXPENSES OR DAMAGES INCURRED BY THE CONSUMER OF ANY OTHER USE.
Some states do not allow the exclusion or limitation of implied warranties or consequential or
incidental damages, so the above limitations or exclusions may not apply to you.
LEGAL REMEDIES: This warranty gives you specific legal rights and you may also have other
rights which may vary from state to state.
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.
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.
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.