Excalibur electronic PL13-2 User Manual

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User’s Guide for
Talking Electronic Darts
Model No. PL13-2
www.ExcaliburElectronics.com
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ongratulations on your purchase of the Talking Electronic Darts from Excalibur Electronics, Inc! You and your
C
friends will enjoy hours of challenging fun with this
Your Talking Electronic Darts is easy to use, but be sure to use it safely. Before starting, please read this manual thoroughly, especially noting safety and care. Keep this manual for reference.
This package includes one Talking Electronic Dartboard, three red-checkered darts, three blue-checkered darts and its User’s Guide.
The legendary King Arthur brandished a magic sword, Excalibur, from which we take our company name. With this unique weapon in his hands, he could not be vanquished.
Although Excalibur Electronics can’t claim the magical secrets of Merlin, King Arthur’s court wizard, sometimes our patented technology may make it seem as if we could. The Electronic Dartboard is another unmatched innovation of Excalibur Electronics.
We make you think.
Table of Contents
Installing Batteries. . . . . . . . . . . . . . . . . . . . . . . . . page 3
Functions of Buttons . . . . . . . . . . . . . . . . . . . . . . . page 5
LCD Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . .page 6
How to Use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . page 9
Installing Your Dartboard . . . . . . . . . . . . . . . . page 9
Setting Up Your Game . . . . . . . . . . . . . . . . . . page 9
How to Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .page 11
General Dart Rules. . . . . . . . . . . . . . . . . . . . . page 11
Dart Games. . . . . . . . . . . . . . . . . . . . . . . . . . . page 12
Special Care & Handling . . . . . . . . . . . . . . . . . . . .page 25
Battery Information. . . . . . . . . . . . . . . . . . . . . . . . page 25
90-Day Limited Warranty. . . . . . . . . . . . . . . . . . . .page 27
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3
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OUTER
BULLS-
E
YE
(25 POINTS)
D
OUBLE RING
(X2)
SEGMENT NUMBERS
TRIPLE 20
T
OP SCORE
(60 POINTS)
BULLS-EYE (50 POINTS)
T
RING (X3)
INNER
RIPLE
GAME/
P
LAYER/
D
ELETE
Figure 2
Figure 3
OPTION/
H
OLD/
S
OUND
What’s Included
Adapter (optional, but not included) Output: 9V DC 100 mA (+ -)
Figure 5
ADAPTOR
JACK
CHANGE/
R
E-START
INGLE
S
RINGS (X1)
Figure 1
CATCHER
(0 POINTS)
Figure 4
4
Figure 6
5
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Installing Batteries
LCD Display
Your Talking Electronic Darts requires three AA batter­ies. To install batteries, care­fully open the battery compart­ment located on the bottom of the front-side of the dartboard. Use your thumbs to press down on both sides of the bat­tery compartment lid and slide it down.
Function of Buttons
CHANGE: Press to confirm the
set up when setting up a game; press to confirm the next player in a game or to begin a new game.
GAME/PLAYER: Press to scroll
through game and player options when setting up a game; press to
Install three AA batteries, making sure to match the polarity (+ and -) with the diagram inside the battery compartment. Press the battery compartment lid back into the dartboard. It will snap in place once it’s properly closed.
scroll through the players’ scores; press to review the current game; press to delete the current score list.
OPTION/HOLD: Press to select a
Double In, Triple In or Normal game settings. Press to turn the sound on or off. Press to pause during a game.
Figure 7
The LCD display is divided
into three portions; each
portion can mean one of the
following depending on which
game is played, as shown on
Figure 7.
player’s score or the target
number for the current player.
L or H followed by a number
means the leader’s score for
the games
Over and Under.
Pit followed by a number
means it’s the pitcher’s turn.
A.
The A section of the LCD
display is located on the top
center of the LCD display.
Numbers means the current
6 7
bA followed by a number
means it’s the batter’s turn in
some games.
P#F# or t#F# will show
which player won the game.
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For instance, P4F1 means
Numbers means the target
bottom left of the LCD display.
The middle mark lights to
Player 4 won.
Team 5 won.
Numbers two through
seven when playing
means the target number is
any number between two
through seven.
t5F1 means
Snook
B.
The B section of the LCD
display is located on the
bottom right of the LCD dis-
play.
number for the current player.
R-# means the number of
rounds.
db or bE when playing
Soccer means the player
should hit a double ring (
or the Bull’s Eye (
##DT when playing Free
means residual darts.
bE).
db )
C.
The C section of the LCD
Display is located on the
Numbers means the next
player’s score or the next
player’s target number.
#L means the current
player’s Lives (marks).
bE-# when playing
English Cricket means the
residual Bull’s Eye is to be hit
by the pitcher.
B & C:
The close status of each
number is displayed on the bot-
tom rows for each player.
indicate the current player has
no dart on the number.
The lower three marks
indicate the current close status.
The upper left marks lights
up to indicate a player has
closed the number.
The top mark lights up to
indicate the number has been
closed by all other players and
the current player cannot get
points from this number after
he or she closed the number.
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How to Use
Installing Your Talking Electronic Darts
To install your dartboard, choose a suitable and safe location. Be sure to choose a location that is close to an electrical wall outlet, if you choose to use an adapter. Excalibur recommends fol­lowing the international stan­dard for your dartboard’s height and distance, as shown
Figure 8
on Figure 8.
According to the inter­national standard, the center of the Bull’s Eye should be located five feet eight inches (or 173 centimeters). The throwing line should be seven feet nine inches (or 237 cm).
To hang your dartboard in this height, drill the upper screw at a height of six feet three and seven-eighth inches (or 193 cm) from the floor. Drill the lower screw exactly one foot three and three­fourths inches (or 40 cm) below the upper screw. This will be five feet one and one­fifth inches (or 153 cm), as shown on Figure 9.
After you’ve drilled the screws into the walls at the appropriate heights, carefully hang your dartboard securely on the two screws. Lightly pull down on the dartboard to insure it is securely in place before letting go.
The two fixed screws should be no longer
than 0.24 inches (or six millimeters)
in length to prevent screwing into
electrical wiring inside of your walls
and to securely hang your dartboard.
use an adapter (not included) to plug your dartboard into an electrical socket.
Then, make sure your dartboard is properly hung on the wall.
Press any button to stop the LCD auto-test scanning.
Press the select a desired game series, and press the select a desire game option. Please refer to the Game Name Chart on page 11. Once
Figure 9
Setting Up
Your Game
First, make sure your dartboard is powered; you can install batteries as explained in the “Installing Batteries” section on page 3 or you can
you’ve found your desired game series and game option, press the confirm.
Press the to select a single, double, or triple
IN game and press the
CHANGE button to confirm.
GAME button to
OPTION button to
CHANGE button to
OPTION button
10
11
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If you’re playing an ’01
game, press the
OPTION button
to select a single, double or triple
OUT game and press the
CHANGE button to confirm.
Press the
GAME button to
select the number of players or two teams.
Press the CHANGE button
to start the game. After each
How to Play
player finishes their round, press the CHANGE button to move on to the next player.
General
Dart Rules
When you are finished playing a game, press and hold the
CHANGE button for
two seconds to restart a new game.
These general dart rules apply to most all of the dart games. Exceptions will be noted in each individual game description.
Each player will be given three darts for each round. Any dart that bounces off or falls off of the dartboard shall not be re-thrown. After a player has finished his or her round, the player has to remove his or her darts from the dartboard.
All players will throw in sequence. Players can deter­mine throwing sequence by throwing the Bull. This means, the player that throws closest to the Bull’s Eye shall throw first.
If you throw a single, it is worth the same number of points as the segment. If you throw a double, it is worth double the number of points as the segment. If you throw a
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triple, it is worth triple the number of points as the segment. If you throw the outer bull, it is worth 25 points. If you throw the inner bull, it is worth 50 points.
Dart Games
’01 GAMES:
701, 801, 901, A01
The object of the game is to reduce your score to zero. Players begin their game with a score equal to the game option number. For example, when playing a 501 game, all players begin their game with a score of 501.
The round is bust (displayed as buSt) if a player goes over the amount and can not reach exactly zero. If the round goes bust, then the player’s score will return to the score from the previous round. For example, you are playing
501 and your score is 498. If
301, 501, 601,
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you throw a 15, then that
round is bust and your score stays at
498.
You can also choose to
DOUBLE/TRIPLE IN or
play
DOUBLE/TRIPLE OUT with any
of the ’01 Games.
DOUBLE/TRIPLE IN means
the player must hit a number in the double or triple ring or the inner Bull’s Eye to begin the game.
DOUBLE / TRIPLE OUT
means the player must hit a number in the double or triple ring or the inner bull to reach the final score of zero to com­plete the game. The round will be bust if the player’s score falls to one point under the double out option status.
HIGH SCORE:
6rd, 7rd, 8rd, 9rd, 10rd, 11rd, 12rd, 13rd, 14rd, 15rd
The object of the game is to reach the highest total score within a preset number of rounds.
To begin, preset a number of rounds in the dartboard. You can select 6 through 15 rounds. The winner will have
A SINGLE is worth one
point.
DOUBLE is worth two
A
points.
the highest total score after
TRIPLE is worth three
the preset number of rounds.
A
points.
OUTER BULL is worth
COUNT UP:
100, 200, 300,
An
3 points.
400, 500, 600, 700, 800, 900
INNER BULL is worth 5
The object of the game is
An
points.
to reach the preset total score first.
You can select 6through
15 rounds. The player with
Each player begins their
the highest final score wins.
game with zero points.
To begin, preset a final total score. You can choose
100 through 900 (in incre-
ments of 100).
The first player to reach or go over this final score wins.
UNDER:
to shoot a three-dart score that is equal to or less than the “Leader’s Score.” Each player starts with seven “lives” and
Ldr, bot
The object of the game is
the last player “alive” wins.
Your score will become
RANDOM SHOT:
8rd, 9rd, 10rd, 11rd, 12rd, 13rd, 14rd, 15rd
The object of the game is to hit the same segment as the number that is displayed on C section of the LCD Display.
14 15
6rd, 7rd,
the new leader’s score and you will not lose a life when your score is equal to or lower than the previous leader’s score. If it is not, you will lose a life.
The previous leader has
the right to re-issue a new leader’s score and not lose any lives even though the new leader’s score may be higher than the previous leader’s score.
Every missed dart is
worth 60 points.
If you’re not playing the
Leader (
LDR) option, the
leader will also lose a life when he or she has a score that is over the leader’s score (which is his or her own score). The leader’s score can only be changed to a lower score.
OVER:
Ldr, toP
The object of the game is to shoot a three-dart score that is more than or equal to the “Leader’s Score.” Each player starts with seven “lives” and the last player “alive” wins.
Your score will become the new leader’s score and you will not lose a life when your score is equal to or greater than the previous
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leader’s score. If it is not, you will lose a life.
The previous leader has the right to re-issue a new leader’s score and not lose any lives even though the new leader’s score may be less than the previous leader’s score.
If you’re not playing the Leader ( leader will also lose a life when he or she has a score that is less than the leader’s score (which is his or her own score). The leader’s score can only be changed to a greater score.
COUNT DOWN:
300, 400, 500, 600, 700, 800, 900
to reduce your score to zero. Each player will begin with the preset number of points (100 through 900). The points they earn for their shots will be deducted from their total score.
LDR) option, the
100, 200,
The object of the game is
The first player to reach
zero or below zero wins.
CLOCK 1:
The object of the game is to hit each number once in sequence followed by the Bull’s Eye.
Every player must first hit the number one, then two, etc.
You can select one of the following options for the game.
If you choose the —­option, all doubles and triples will count as singles.
If you choose the -2-
option, each player must hit each double once.
If you choose the option, each player must hit each triple once.
CLOCK 2:
The object of the game is to hit each number once clockwise on the dartboard followed by the Bull’s Eye.
16 17
—-, -2-, -3-
-3-
—-, -2-, -3-
Each player starts with 20 and ends with five. The sequence is as follows: 20, 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12, 5, and the Bull’s Eye.
After hitting each number, the player may proceed to the following number. The first player to complete the sequence in order and hit the Bull’s Eye wins.
CLOCK 3:
The object of the game is to hit each number once counter-clockwise on the dartboard followed by the Bull’s Eye. Each player starts with 20 and ends with one. The sequence is as follows: 20, 5, 12, 9, 14, 11, 8, 16, 7, 19, 3, 17, 2, 15, 10, 6, 13, 4, 18, 1, and the Bull’s Eye.
After hitting each number, the player may proceed to the following number. The first player to complete the sequence in order and hit the Bull’s Eye wins.
—-, -2-, -3-
9-LIVES:
6LF, 7LF, 8LF, 9LF
The object of the game is to throw numbers one through twenty followed by the Bull’s Eye in sequence within the preset number of “lives.”
Each player begins with a preset number of “lives.” You can choose three through nine. In each round, the players will hit the target number with one of their darts. If a player misses the target with all three darts, he or she will lose a life.
The last player remaining alive or the first player to complete the sequence wins.
BEST TEN:
The object of the game is to track the ten best darts based on the number shown on the LCD Display.
Select either a
-3-, or -E- game first. —­means whole segments; -2­means doubles; -3- means
triples; and Bull’s Eye.
3LF, 4LF, 5LF,
—-, -2-, -3-, -E-
—-, -2-,
-E- means the
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The dartboard issues a random number at the begin­ning of the game. All players needs to throw 10 darts in a round at the target number. Depending on the option you chose, doubles, triple and Bull’s Eye may or may not count.
The player with the highest points wins after all player’s have thrown their 10 darts.
CRICKET:
Sco, no
The object of the game is to throw numbers 15 through 20 plus the Bull’s Eye. The target number can be hit in any order. The first player to throw all numbers plus the Bull’s Eye wins.
A player closes on a spe­cific number by hitting one triple, or one double plus one single, or three singles. In regards to the Bull’s Eye, the outer bull is considered a single and the inner bull is considered a double.
After a player “closes” a
specific number, that player can continue to accrue points on that number every time he or she throws that number until all of the other player’s close on that number too.
If you choose to play “No Score” Cricket, the object of the game is to close numbers 15 through 20 plus the Bull’s Eye. There are no additional points.
ENGLISH CRICKET
English Cricket is a two­player game only. One player acts as the pitcher, the other player acts as the batter. The pitcher’s object is to accumu­late nine wickets as soon as possible. The batter’s object is to accumulate as many points as possible before the pitcher accumulates nine wickets.
The pitcher’s target is the Bull’s-Eye. The outer bull counts as one wicket; the inner bull counts as two wickets. If the pitcher hits another number, it does not count.
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The batter can throw any single, double or triple until the pitcher accumulates nine wickets. The score counts only when the total score per round are over 40 points. For example, if the batter’s score is 46, subtract 40 and the batter’s final score is 6.
The game is over after the second scored round is finished.
CUT-THROAT CRICKET
The object of the game is to throw numbers 15 through 20 plus the Bull’s Eye. It’s essentially the same game as Cricket, except that when a player closes a number, every time that player hits that number, the score is given to the opponents that have that same number open.
The first player to throw all numbers plus the Bull’s Eye and has the lowest score wins.
HALVE IT:
12rd, rAn
The object of the game is to throw the random number displayed on the LCD display. The target number will not change within one round; all players will need to hit this number with at least one of their darts within the round. Doubles and triples count for the target number.
If a player does not hit the target number with at least one of his or her three darts, that player’s score will be automatically cut in half.
The LCD display will display a new target number for each round.
If you chose to play the random (
RAN) version, the
game will progress until all players have thrown three darts for seven rounds.
If you chose to play the 12 Round (
12RD) version, the
game will continue for 12 rounds.
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ALL 51 BY 5:
61, 71, 81, 91
The object of the game is to reduce each round’s score from the preset score of 31 through 91; however, the total points for each round must be divisible by five to receive any score. For example, if a player gets 25 points on a round, his or her score is 5 (25
÷ 5 = 5).
Any score that is not divisible by 5 is not counted. If a player misses any of the three darts, his or her score is not counted too.
The round is bust when a player reaches a score higher than the residual score. The winner must finish with exactly zero.
The first player to reach zero wins.
31, 41, 51,
FOLLOW THE LEADER:
Ldr, Con
The object of the game is to hit “target number” issued
by the leader. The single, double and triple numbers are different.
Each player will start with seven lives and the last person “alive” wins.
The LCD display will show a target number. The first person to hit the target number is the leader.
The leader will issue a target number for each round. Each player must hit the target number with one of his or her three darts or else lose a life.
A new player can become the leader if he or she hits the target number and hitting the score area again.
The previous leader has the right to reissue a new leader’s target number and no lose any lives even if the new leader’s target numbers are different from the previous leader’s score.
The dartboard will also display “ automatically after pressing
1-3” target number
the Change button if a player hits the target number can becomes the leader, even if he or she missed all residual darts during his or her round.
If you choose to play the Continue option, the game is played the same except the leader also has to hit the target number if all other players do not. If not, he or she will lose a life. The game always “con­tinues” on the same target number until one player hits this target number, then a new target number can be chosen.
SHANGHAI:
The object of the game is to throw specific numbers in sequence within seven rounds.
To play Shanghai I, players target one in round one, two in round two and continue until they target seven in round seven. The player with the highest score wins the game after the final player throws the third dart in
I, II, III
the seventh round.
To play Shanghai II, follow the same rules as Shanghai I except a player can win instantly in any three darts rounds by hitting a single, double and triple in any order during play.
To play Shanghai III, players take turns throwing at numbers one through 20 in sequence. A player can win instantly by hitting a single, double, and triple in any order during a round. The player with the highest score after the last player throws the third dart in the seventh round or the player to reach and hit 20 wins.
SCRAM:
Target Scram ( of the game is to throw all the numbers, 1 through 20, plus the Bull’s Eye. One player acts as the Scorer, whose goal is to score as many points as possible by hitting any one of
7t, 21t
If you choose to play 21
21t), the object
20 21
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the numbers. Another player acts as the Stopper, whose goal is to hit each of the numbers 1 through 20 once and the Bull’s Eye in any order.
The Scorer round is finished when all numbers are erased. The person with the highest score wins the game.
If you choose to play 7 Target Scram (
7t), the object
of the game is to throw 15 through 20 plus the Bull’s Eye. Each must be hit three times to close that number. Stoppers erase a specific number by hitting one triple, one double plus one single or three singles. The outer bull is considered a single and the inner bull is considered one double.
KILLER:
3LF, 4LF, 5LF,
6LF, 7LF, dbl
The object of the game is to kill your opponent before he or she can kill you. The last person alive wins.
To start the game, each player throws one dart with the opposite hand (if you’re right handed, throw with your left hand; if you’re left handed,
player hits his or her number. A killer will remain a killer throughout the game unless he or she loses all of his or her
lives. throw with your right hand). Every player needs a different number from one another.
SOCCER: 6
rd, 7rd, 8rd, 9rd,
10rd, 11rd, 12rd, 13rd, 14rd,
Each player needs to hit
15rd
his or her own number to add one life to each hit. A player may add one life to another player by throwing his or her number.
The object of the game is to take possession of the ball by hitting the Bull’s Eye first, then kicking for the goal by hitting as many double
Every player can become
segments as possible.
a killer by throwing the preset target number (i.e. lives three through seven). The LCD dis­play will show “ # # ” when a player becomes a killer.
If you choose to play with the double option, a player must hit the “
DOUBLE RING
Another player can take possession of the ball by hitting the Bull’s Eye.
Each double will count as one point.
The player with the highest score wins.
of his or her number once and then he or she becomes a killer. The killer must also hit the “
DOUBLE RING” of his or
her opponents’ numbers to kill them. A killer may acci­dentally commit suicide if a
22 23
BILLIARD 9 BALL:
4-13 option
The object of the game is to hit as many “nine balls” as possible. The more “nine
balls” you hit, the higher your score.
All players throw number one through nine in order. To get to nine, one must hit one through eight. Only the nine is worth points. Once you’ve hit nine, then throw the sequence again.
Players in this game are not limited to three darts per round. The current player can continue to throw darts until he or she misses his or her target.
Before the game, select the winning score from four through 13. The first player to reach this score wins.
SNOOKER
The object of this game is to cross hit one red ball followed by one colored ball. The colored balls, 2 through 7, shall be hit after the player hits the final red ball (Bull’s Eye) and colored ball. The player with the highest points wins.
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The red balls are 8through 20 plus the Bull’s Eye. These need to be hit in sequential order. Each hit is worth one point.
The colored balls are two through seven. Each colored ball is worth the same as its segment number.
The game does not limit three darts per round. A player can continue to throw until he or she misses the target.
Players will take turns when the player misses all three darts at the beginning of the round or the player misses.
FREE
The object of the game is to throw 10, 20, or 30 darts per round and get the highest score. This game players all singles, doubles, triples and Bull’s Eye. The player with the highest score wins.
Special Care & Handling
• Avoid rough handling such as bumping or dropping.
• Avoid moisture and extreme temperatures. For best results, use between the temperatures of 39ºF and 100ºF (4º C and 38º C).
• Clean using only a slightly damp cloth. Do not use cleaners with chemical agents.
Battery Information
• Batteries should be installed and replaced only by an adult.
• Talking Electronic Darts uses three AA batteries, not included.
• Do not mix alkaline, standard (carbon-zinc) or rechargeable
(nickel-cadmium) batteries.
• Do not mix old and new batteries.
• Do not use rechargeable batteries.
• Remove exhausted batteries from the unit.
• Do not short circuit battery terminals.
• Remove batteries and store them in a cool, dry place when not in use.
• To avoid explosion or leakage, do not dispose of batteries in a fire or attempt to recharge alkaline or other non-rechargeable batteries.
• Install batteries so that the polarity (+ and -) matches the diagrams in the battery compartment.
• Use only batteries of the same type and equivalency.
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.
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This device complies with Part 15 of the FCC Rules. Operation is subject to the following two conditions: (1) this device may not cause harmful interfer­ence, and (2) this device must accept any interference received, including interference that may cause undesired operation.
NOTE: This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules. These lim­its are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or tele­vision reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures:
Reorient or relocate the receiving antenna.
Increase the separation between the equipment and receiver.
Connect the equipment into an outlet on a circuit different from that to which the receiver is connected.
Consult the dealer or an experienced radio/TV technician for help.
Excalibur Electronics reserves the right to make technical changes
without notice in the interest of progress.
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LIMITED 90-DAY 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 shown at right.
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. Removal of the top panel voids all warranties. This warranty does not cover cost of repairs made or attempt­ed outside of the factory.
Any applicable implied war­ranties, including warranties of merchantability and fitness, are hereby limited to 90 DAYS from the date of purchase. Conse-quential or incidental damages resulting from a breach of any appli­cable express or implied warranties are hereby exclud­ed. Some states
27
do not allow limitations on the dura­tion of 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
www.ExcaliburElectronics.com
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 prob-
lem.
PLEASE DO NOT SEND
YOUR UNIT WITHOUT
RECEIVING
AN ESTIMATE
FOR SERVIC-
ING.
WE CANNOT
STORE YOUR
UNIT!
We make
you think!
Page 15
E
XCALIBURELECTRONICS
, INC.
13755 SW 119
M
IAMI
, F
LORIDA
P
HONE
F
: 305.477.8080
AX
: 305.477.9516
THAVENUE
33186 U.S.A.
Play games
live at:
www.ExcaliburElectronics.com
PL13-2 (MA) TalkElecDarts 061006 V7
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