Excalibur electronic NF-05 User Manual

USER’S GUIDE:
GAMEBREAKER TRIVIA CHALLENGE
MODEL NO.: NF-05
ongratulations on your purchase of NFL GameBreaker Trivia, an innovative
C
board game for football fans that will challenge your knowledge of NFL trivia and test your coaching ability. Like a real game of football, it will take knowledge, nerves and strategy to emerge victorious!
Your NFL GameBreaker Trivia tin includes:
Football Field Game Board (1) Football Game Piece (1) First-Down Marker (1) Trivia Cards (250) Kicking Cards (32) Penalty Cards (10) Defense Cards (10) Special Teams Spinner (1) Score Pad (1) Sand Timer (1) User’s Guide (1)
Football Game Piece
Football Field Game Board
Sand Timer
Trivia Cards
Kicking Cards
Score Pad
Defense Cards
Special Teams Spinner
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OBJECT OF THE GAME
The rules of the game are based on NFL football rules. The object of the game is to move the ball down the fi eld to score points. The team with the most points at the end of a 4-quarter game (plus sudden-death overtime if necessary) is the winner.
On off ense, teams must answer trivia ques­tions to move the ball down the fi eld. Just like in real football, teams have four (4) downs in which to gain 10 yards. If successful, the off ensive team is awarded a new set of downs, and may continue driving down the fi eld. If unsuccessful, the off ense must turn the ball over to the other team.
On defense, teams must attempt to slow or stop the progress of the off ense by playing the correct Defense Card. Defense cards impact the result of the off ense’s play. If the defense chooses well, the off ense will gain fewer yards. If the defense chooses poorly, the off ense will benefi t by receiving extra yardage.
Kickoff s, punts, fi eld goals, fumbles, inter­ceptions, safeties, extra points, and 2-point conversions are all a part of the game. You’ll have to master every facet of the game if you want to come out on top!
GETTING STARTED
NUMBER OF PLAYERS
Just like in real football, NFL GameBreaker Trivia is played with two teams, Home and Away. NFL GameBreaker Trivia is recommend­ed for 2 to 8 players, but you can play with as many people as you like.
2-Player Games
Playing with two players is easy—you are the team! In a one-on-one game, players should simply choose who will represent Home and Away.
Multiple-Player Games
Choosing Teams
Teams may have any number of players on them. For most games it is recommended that each team have the same number of players. However, depending on the number of players who are participating and their skill levels, you may decide to assign an uneven amount of players to the teams.
Note: How each team is selected is up to you, but the easiest method is to choose two players who will pick teams. Those two players should take turns drafting teammates until all players have been chosen.
“Nobody in foot­ball should be called a genius. A genius is a guy like Norman Einstein.”
—Joe Theismann
Team Captains
For larger games (more than 2 players), each team should select a Team Captain. The Team Captain is responsible for reading the questions while on Defense, and for giving his team’s fi nal answer when answering questions on Off ense. Team Captains may be changed at any time during the game, and you may assign more than one Team Captain. Be sure that the team’s fi nal answer is announced by one of the Team Captains in order to avoid confusion.
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Question Type
CARD LAYOUTS
TRIVIA CARDS
Question
Multiple Choice
Answers
Correct Answer
Highlighted in Yellow
Play Result
DEFENSE CARDS
Defensive Play Call
Off ensive Play Calls
Field Goal Questions
Extra Point Question
2-Point Conversion Question
GAMEBREAKER CARD
Defensive
Eff ect
KICKING CARDS
NFL Team
(Questions relate
to this team)
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BOARD SETUP
LENGTH OF THE GAME
Before the game, all cards should be shuffl ed and placed face-down in the locations marked on the game board.
• Trivia Cards should be shuffl ed and placed face down in the location marked on the board.
• Penalty Cards should be shuffl ed into the same pile as the Trivia Cards.
• Kicking Cards should be shuffl ed and placed face down in the location marked on the board.
• Defense Cards should be placed on the board, or may be presented to the Team Cap­tain who will be responsible for selecting the defensive plays.
• The Special Teams Spinners may be placed on the board (but not the fi eld), or any other convenient location.
• Football Game Piece should be placed at mid­fi eld until you have determined who will kick off to start the game. This will move up and down the fi eld to show the ball location.
• First-Down Marker should be placed on the sideline of the fi eld. This will be moved up and down the fi eld to indicate the line of scrimmage and the fi rst-down line. It should be moved whenever a new set of downs is awarded.
There are two ways todetermine the length of your game: Play Limited and Time Limited.
Play Limited
Length of the game is determined by the total number of plays in a quarter. Teams may agree to any length of game, but standard game lengths are recommended below:
• Short – 10 plays per quarter
• Medium – 15 plays per quarter
• Long – 20 plays per quarter
Time Limited
Length of game is determined by time. Teams may agree to any length of game, but standard game lengths are recommended below:
• Short – 5 minutes per quarter
• Medium – 10 minutes per quarter
• Long – 15 minutes per quarter
PLAY CLOCK
The Play Clock countdown begins as soon as the question has been read in its entirety. The Sand Timer will act as your Play Clock. You have 30 seconds to answer each question. The Play Clock is optional, but is highly recom­mended when playing a Time-Limited Game.
CLOCKSTHE SPIRIT OF THE RULE
The Play Clock, Game Clock, and Delay of Game Penalties, are intended to regulate a competitive game of NFL GameBreaker Trivia. They should not make it diffi cult to enjoy a casual game between friends. For casual games, you may choose to eliminate the Play Clock and the Delay of Game Penalties.
• Sand Timer may be placed on the board (but not the fi eld), or any other convenient location.
For highly competitive games, you will want to follow the rules to the letter. Make sure all players agree on the Clock Rules before you begin play.
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TIME OUTS
Time Outs are important in a Time-Limited Game. When a Time Out is called, it should stop the Game Clock and should reset the Play Clock. For a standard game, each team should be limited to 3 Time Outs per half.
DEFENSIVE DELAY OF GAME
The Defense should play its Defense Card within 10 seconds from the end of the previ­ous play. If the Defense fails to make its play, it can be called for a Defensive Delay of Game penalty. A Delay of Game penalty automatical­ly stops the clock and the Off ense is awarded 5 yards.
OFFENSIVE DELAY OF GAME
The Off ense should answer the question within the 30 seconds provided by the Play Clock. If the Off ense fails to answer within 30 seconds, it is considered an Off ensive Delay of Game, and results in a loss of down.
• When the question is answered (correctly or incorrectly), the card should be placed at the bottom of the deck.
• Only the designated Off ensive Team Captain can provide the fi nal answer.
* In the case of a GameBreaker (see page 9 for explanation), the Off ensive Team Captain should draw a card from the top of the deck and read the appropriate question to the Defensive team.
THE GAME BREAKDOWN
Football games are divided into four quarters, with a special break in the action at halftime. You’re probably familiar with how football works, but here’s how it works in NFL Game­Breaker Trivia:
1ST QUARTER:
Play begins with the opening Coin Toss and the ensuing Opening Kickoff .
ASKING AND ANSWERING
QUESTIONS
Following the correct procedure for asking and answering questions is important. You’re the coach—you don’t want to tip your hand. For a normal off ensive play (not Special Teams), follow the steps below:
• The Defensive Team Captain selects a Defense Card and places it FACE DOWN on the Game Board.
• The Off ensive Team Captain selects the play for the off ense and announces it out loud.
• The Defensive Team Captain fl ips the Defen­sive Card over to reveal the defense’s play.
• The Defensive Team Captain draws the top card from the card deck and reads the appro­priate question to the Off ensive team.*
Coin Toss
The game begins with an opening Coin Toss. The Away Team Captain should calls ‘Heads’ or ‘Tails’ while the coin is in the air. The winner of the Coin Toss may elect to kick or receive.
Opening Kickoff
The kicking team–as determined by the open­ing Coin Toss–starts the game with a kickoff . The Football Game Piece should be placed at the 30-yard line of the kicking team. Rules for the kickoff are outlined in the Special Teams section of this manual on page 9.
2ND QUARTER:
The team that has the ball retains possession and continues its drive. For authenticity, you may choose to switch sides of the fi eld and head for the opposite end zone, but this is optional. Remember, the 2nd half will start with a new kickoff , so toward the end of the 2nd quarter, the team with the ball should try to get in position to score before halftime.
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HALFTIME:
This is a great time to get snacks, refi ll drinks, or study up on Super Bowl-winning QBs!
3RD QUARTER:
The 2nd Half begins with a kickoff . The team that received the ball to start the game must kick off to start the 2nd half. The Football Game Piece should be placed at the 30-yard line of the kicking team.
4TH QUARTER:
This is the fi nal quarter of regulation, so pay attention to the score and plan your play ac­cordingly. If you are ahead, you may choose to control the ball by calling Run plays. If you’re behind, you should take some risks and call Long Passes and Big Plays. If you’ve saved your GameBreakers, now is a good time to use them.
END OF THE GAME
If a second overtime period is required, the team that kicked to start the fi rst overtime should receive the ball to start the second. Continue alternating the overtime kickoff until one team wins the game.
OFFENSE
The off ensive team must try to work its way down the fi eld by answering trivia questions correctly. The off ensive team can choose be­tween 4 play types, each of which correspond it a level of diffi culty. The off ense should choose plays according to their level of NFL expertise, as well as their position on the fi eld.
OFFENSIVE PLAYS
Run
Running plays are the easiest questions, and result in gains between 5 and 10 yards
Short Pass
Short pass plays are intermediate questions and result in gains between 10 and 20 yards
At the end of 4 quarters, the team with the most points is declared the winner. If the teams are tied, a sudden-death overtime period must be played. The length of the over­time period should be equal to the length of the quarters you decided on at the beginning of the game.
The fi rst team to score, wins. If neither team is able to score by the end of the overtime pe­riod, a second overtime period is played. This is continued until one team is able to score and win the game.
OVERTIME RULES
Teams should fl ip a coin at the beginning of the fi rst overtime period. The Away team should call ‘Heads’ or ‘Tails’ while the coin is in the air. The team that wins the coin toss may elect to kick off or receive. The overtime period is played following the same rules as the regulation game.
Long Pass
Long pass plays are diffi cult questions and result in gains between 20 and 30 yards.
Big Play
Big plays are the most explosive plays in the game, and result in gains between 30 and 60 yards. These questions are especially challeng­ing, since there are no multiple-choice answers to help you.
PLAY RESULTS
The play result is displayed on the trivia card underneath the answer. As you will see, this result may be aff ected by the Defensive play call, but a correct answer will never result in a loss of yards. Incorrect answers result in 0 yards gained and a loss of down.
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FIRST AND TEN
The off ense has 4 plays to gain 10 yards and earn a new set of downs. When the off ense successfully gains 10 yards within those plays, a new set of downs is awarded, and the off ense continues play on 1st down, with 10 yards to go. If the off ense is unable to gain 10 yards in 4 plays, the result is a turnover on downs.
FOURTH DOWN
The off ensive team has the option to either punt or kick a fi eld goal on 4th down if they will be unable to make a fi rst down on their 4th down play. (See Special Teams on page 9).
DEFENSE
Playing Defense is all about making the right call at the right time. The defensive team’s call will aff ect the off ensive team’s results either positively or negatively.
DEFENSE CARDS
Each team receives 5 Defense cards, which includes four standard defenses which cor­respond to the four off ensive plays (Run, Short Pass, Long Pass, Big Play), plus the GameBreak­er card. The GameBreaker is a special card that creates the opportunity for a game-changing turnover. The GameBreaker card is explained in detail on page 9.
The defense should try to predict the off ensive play call. Choose wisely and you will reduce the number of yards the off ense can gain. Choose poorly and the off ense will rack up extra yardage.
Let’s take a look at the standard defense cards fi rst. The Defense will select a Defense card and place it FACE DOWN on the board before the off ense chooses its play. Once the off ense announces which play they want to run, the Defense card should be fl ipped over. The Defense card shows how the defensive play aff ects each off ensive play type. If the Defense predicts a Run, for example, and the off ense calls a Run, the off ense’s gain is reduced. If the Defense plays a Big Play Defense card and the off ense calls a run, the off ense’s gain is dramatically increased.
Example 1: Off ense calls: Short Pass Defense calls: Short Pass [Off ense answers question correctly] Play result: Tight End Cross = 11 yards Short Pass vs. Short Pass = -5 yards Final result: Off ense gains 6 yards on the pass
Example 2:
Off ense calls: Run Defense calls: Long Pass [Off ense answers question correctly] Play result: Halfback Draw = 6 yards Long Pass vs. Run = +10 yards) Final result: Off ense gains 16 yards on the run
Remember: If the off ense answers their ques­tion incorrectly, the result of the play is 0 yards and a loss of down. The defensive play call DOES NOT aff ect this result.
IMPORTANT NOTE
It is the responsibility of the Off ense to make sure that the defense is set before the play is announced. If the off ense announc­es its play call before the defense is set, the Defense may simply choose the defense that will achieve the desired result.
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GAMEBREAKER!
The GameBreaker card provides the Defense an opportunity to cause a turnover. If the defense chooses to play a GameBreaker card, it is placed face down on the board, just like any other defensive play. As soon as the off ense announces its play, the defensive team fl ips the card over to reveal the card, and should shout “GameBreaker!” to announce the play.
Each team may use the GameBreaker card up to 3 times in a standard game
The GameBreaker can be played any time a team is on defense. Once a team has played the GameBreaker card 3 times (for standard games), it is removed from the defensive deck and cannot be played again.
SPECIAL TEAMS
KICKOFFS
The fi rst play of each half of the game is a Kick­off . The team that wins the coin toss may elect to receive the kickoff at the start of the game, or defer to the second half.
When a team successfully completes a scoring drive, they give the ball back to the other team by running a Kickoff .
Kickoff Rules
When the defense plays a GameBreaker card, they must answer the question that would have been answered by the off ense. If the off ense chose a Short Pass play, the defense must try to answer a Short Pass question.
If the defense answers the question correctly, the result is a turnover. The defense gains pos­session, and advances the ball the number of yards that is marked on the card.
Example:
Off ense at their 40-yard line Off ense calls: Long Pass Defense calls: GameBreaker [Defense answers question correctly] Play result: Wide Receiver Slant = 23 yards Final result: Interception! Defense returns the ball 23 yards to the opponent’s 17-yard line
If the defense answers the GameBreaker question incorrectly, the off ense is awarded the results of a successful play. If the defense provides the wrong answer to a Short Pass GameBreaker, the off ense gains the yardage marked on the card for a successful Short Pass.
The ball is kicked off from the 30-yard line.
To kick the ball off , the kicking team should fl ick the left spinner to determine how deep the kick will be fi elded. Kickoff s will be fi elded on the 15, 10, or 5-yard line, on the goal line, or 5 yards deep in the end zone.
To return the kick, the receiving team must fl ick the right spinner to determine the length of the return. The return yardage is marked on the spinner, and should be added to the spot where the ball was fi elded.
Example:
Kickoff to: -5 (5 yards deep in the end zone) Return for: 35 yards Result: Off ense takes over on the 30-yard line.
Touchbacks
If the ball is kicked into the end zone, the receiving team may elect to allow a touch­back, and start their next off ensive series on the 20-yard line. The receiving team should announce “Touchback” and should not fl ick the spinner.
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Onside Kicks
An Onside Kick is a special kickoff in which the ball is kicked a shorter distance than normal in order for the kicking team to attempt to regain possession of the ball.
In NFL GameBreaker Trivia, the kicking team must announce that they will be attempting an Onside Kick before the left spinner has been fl icked. Refer to the outer ring on the spinner to determine if the Onside Kick has been a success. The team that recovers the ball will begin their next drive at the 50-yard line.
PUNTS
When the off ense fails to gain 10 yards in its fi rst 3 plays, they may elect to punt the ball on 4th down, rather than running a play and risking a turnover on downs. To punt the ball, the off ense must announce “Punt”, then fl ick the spinner on the left to determine the length of their punt.
The punt occurs 7 yards behind the line of scrimmage. The game piece should be moved 7 yards behind the line of scrimmage prior to kicking the punt. Once the spinner is fl icked and the punt is kicked, the game piece should be moved down the fi eld the number of yards indicated on the spinner.
If the ball is punted into the end zone and the receiving team calls for a Fair Catch, the result of the play is a Touchback and the off ense takes over on its own 20-yard line.
If the result of the punt is that the game piece moves deeper than 10 yards past the goal line, the ball has traveled through the end zone and there can be no return. The result of the play is a Touchback and the off ense takes over on its own 20-yard line.
FIELD GOALS
If the off ense stalls inside of its opponent’s 45­yard line, the off ense may attempt a Field Goal.
To attempt a Field Goal, the off ense should announce that it is kicking a Field Goal and will be asked a question from the Kicking Cards deck.
The diffi culty of the Field Goal question is de­termined by the line of scrimmage. To make it easy to determine the length of your kick, the fi eld is divided into color-coded Kicking Zones. Look at your line of scrimmage and determine your Kicking Zone. The Defense should read the question on the card that corresponds to the appropriate Kicking Zone.
The receiving team then has the opportunity to return the punt. The receiving team must fl ick the right spinner to determine the length of the return. The game piece is then moved the number of yards indicated on the return spinner.
Fair Catch
The receiving team has the option of calling for a Fair Catch if they do not want to attempt a return. This should be called following the punt. The receiving team should not fl ick the right spinner if a Fair Catch is called.
Remember, the further you are from the end zone, the more diffi cult your kick (question) will be.
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After the Kick
When a Field Goal is successful, the successful team must kick off to the opposing team. See page 9 for Kickoff Rules.
When a Field Goal is unsuccessful, the team that was on Defense takes possession of the ball at the spot of the kick, which is 7 yards behind the previous line of scrimmage.
Extra Points and 2-Point Conversions After the off ense scores a Touchdown, they may attempt an Extra Point or a 2-Point Con­version. The Off ense must announce whether they are trying for an Extra Point or a 2-Point Conversion immediately following the touch­down. To attempt an Extra Point or a 2-Point Conversion, the question will be read by the defense from the Kicking Cards deck.
Extra Point attempts are Easy questions and are worth 1 point, bringing the point total from the touchdown drive to 7. Two-Point Conversion attempts are Medium diffi culty.
Whether or not the attempt is successful, Extra Point and 2-Point Conversion attempts are fol­lowed by a Kickoff to the opposing team.
PENALTIES
Penalty cards are mixed in with normal trivia cards. When a Penalty card is drawn, the of­fense is assessed a penalty according to the guidelines on the card itself. As with normal Trivia Cards, Penalty Cards should be placed at the bottom of the deck after they are assessed.
GAME VARIATIONS
NFL GameBreaker Trivia can also be adapted to any number of mini-games and short chal­lenges. Players are encouraged to come up with their own rules, but here are a few games you might have fun trying:
MINICAMP
Training Camp is the best time to practice the skills you’ll need in the regular season. These are non-contact drills, so you can put the Defense Cards away.* Your challenge is to work your way down the fi eld answering only one type of question, starting at the 20-yard line.
Just like in real football, you need to keep mak­ing fi rst downs to keep your drive alive. If your drive fails, it’s your opponent’s turn to take the fi eld. Each team has fi ve possessions—the player who can score the most touchdowns in those 5 possessions is the winner.
* GameBreaker! You may not be lining up against a defense, but that doesn’t mean you have a clear path to the end zone. The GameBreaker card can be used one time per possession by the player who is reading the questions. If the GameBreaker is thrown, the off ense will not receive multiple-choice answers on the next question.
Running Mini-Camp
This is an important drill for rookie-level play­ers. Try to score a touchdown on each drive answering only Running questions. If both teams score each time, you’re ready for a more diffi cult challenge. The team that fi nds the end zone most in 5 possessions wins.
Short Passing Mini-Camp
This is a good game for veteran players, which follows the same rules as the Running Game drill. Complete Short Passes in order to score touchdowns. Most TDs in 5 possessions is the winner!
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Long Passing Mini-Camp
THE RED ZONE
If you’re a trivia Pro Bowler, this is the drill for you! Complete Long Passes to drive the ball down the fi eld and score touchdowns. The player who scores the most touchdowns in 5 possessions is the winner.
2MINUTE DRILL
This is strictly a practice drill. Place your game piece at your own 20-yard line, take a look at the clock and GO! You have two minutes to try to score, and only one time out. Your training partner should read questions as quickly as possible so that you can work your way to the end zone. No defense in this drill; it’s just you and the questions. If time is winding down, stop the clock and kick a fi eld goal. You need to score, but 6 points are twice as good as 3!
ROAD TO THE SUPER BOWL
NFL GameBreaker Trivia is a great game to play one-on-one, and with larger teams, but if you have a big group of friends who love NFL football, why not arrange a playoff ? The NFL playoff s are a single-elimination tournament, meaning one loss and you’re out. The last two teams standing will face off for the Super Bowl (of GameBreaker Trivia, anyway)!
Yards get tougher to come by in the Red Zone, those fi nal, perilous 20 yards before the end zone. The Red Zone challenge game will test your skill in this hotly contested area. Flip a coin to see who will go fi rst; players will alter­nate turns. The challenge is to score as many points as possible when starting from the 20-yard line. The player who scores the most points in 5 possessions is the winner.
Tough Yards
Yards are hard to come by in the Red Zone— twice as hard. For any play that the off ense runs, divide their gain in half. The good news is, this is the only way the defense will aff ect the game. Defense Cards are not used in The Red Zone game.
Scoring Touchdowns
Unlike in a normal game of GameBreaker Trivia, you don’t just have to cross the goal line to score a touchdown, you have to stay in the end zone. That means you can’t just throw a long pass from the 1-yard line and score. You must cross the goal line, but if your gain goes more than 10 yards into the end zone, you’ve gone out of bounds.
Scoring Field Goals
Remember, the goal is to score points. Touch­downs are best, but if you’re facing a 4th and Goal, you might want to kick a fi eld goal. 3 points are better than none!
Copyright © 2007 Excalibur Electronics, Inc. All rights reserved.
Game design and content courtesy of Jason Barrett and Joseph Hurwitz.
Game artwork courtesy of Monica Zagarra.
“Gentlemen, this is a football.”
—Vince Lombardi
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90-DAY LIMITED WARRANTY
EXCALIBUR ELECTRONICS, INC., warrants to the original consumer that its products are free from any electrical or mechanical defects for a period of 90 DAYS from the date of purchase. If any such defect is discovered within the warranty period, EXCALIBUR ELECTRONICS, INC., will repair or replace the unit free of charge upon receipt of the unit, shipped postage prepaid and insured to the factory address below.
The warranty covers normal consumer use and does not cover damage that occurs in shipment or failure that results from alterations, accident, misuse, abuse, neglect, wear and tear, inadequate maintenance, commercial use, or unreasonable use of the unit. This warranty does not cover cost of repairs made or attempted outside of the factory.
Any applicable implied warranties, including warranties of merchantability and fi tness, are hereby limited to 90 DAYS from the date of purchase. Consequential or incidental damages resulting from a breach of any applicable express or implied warranties are hereby excluded. Some states do not allow limitations on the duration of LIMITED 90-DAY WARRANTY implied warranties and do not allow exclusion of incidental or consequential damages, so the above limitations and exclusions in these instances may not apply. The only authorized service center in the United States is:
Excalibur Electronics, Inc.
13755 SW 119th Ave
Miami, Florida 33186 U.S.A.
Phone: 305.477.8080
Fax: 305.477.9516
Ship the unit carefully packed, preferably in the original carton, and send it prepaid, and adequately insured. Include a letter, detailing the complaint and including your daytime telephone number, inside the shipping carton. If your warranty has expired and you want an estimated fee for service, write to the above address, specifying the model and the problem.
www.ExcaliburElectronics.com
NOTE: Please do not send your unit without fi rst receiving an estimate for servicing from EXCALIBUR ELECTRONICS, INC. Contact us before sending your unit. We cannot store your unit!
Excalibur Electronics, Inc. reserves the right to make technical changes without notice
in the interest of progress.
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NOTES
“Most football teams are temperamental. That’s 90% temper and 10% mental.”
—Doug Plank
14
NOTES
“Pro football is like nuclear warfare. There are no winners, only survivors.”
—Frank Giff ord
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Excalibur Electronics, Inc.
13755 SW 119th Avenue
Miami, Florida 33186
Phone: 305.477.8080
Fax: 305.477.9516
Visit us @
www.ExcaliburElectronics.com
NF-05 (MA) NFL GameBreaker Trivia 082798
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