Welcome to Tiger’s version of FAMILY FEUD. Your game comes with an
electronic hand-held unit that includes theme music and sound effects from the
TV show, a game cartridge, and a booklet containing 1600 audience-surveyed
questions with responses (Figure 1).
Look for additional booklets and cartridges for use with your unit, each
containing 1600 new questions with responses.
Figure 1
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1. INSERTING THE BATTERIES
Open the battery compartment cover on the back of the unit by pushing in the
direction of the arrows in Figure 2. Insert 4 “AA” (LR6) batteries according to
the +/- engravings on the inside of the compartment as shown in Figure 2.
To ensure proper function:
Battery installation should be done by an adult.
Do not mix new & old batteries.
Do not mix alkaline, standard or rechargeable batteries.
Non-rechargeable batteries are not to be recharged.
Rechargeable batteries are to be removed from the toy before being charged
(if removable).
Rechargeable batteries are only to be charged under adult supervision (if
removable).
Only batteries of the same or equivalent type as recommended are to be
used.
Batteries are to be inserted with the correct polarity.
Exhausted batteries are to be removed from the toy.
The supply terminals are not to be short circuited.
Tiger recommends
DURACELL
Batteries.
®
INSERTING THE BATTERIES
2
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AA Batteries
INSERTING THE CARTRIDGE
Push to open
Battery
compartment
door
AA Batteries
Figure 2
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INSERTING THE CARTRIDGE
Slide the cartridge, with the label facing up, into the cartridge compartment on
the back of the unit (Figure 3). You should feel the cartridge “click” into place.
Figure 3
4
INSERTING THE CARTRIDGE
Page 5
2. CONTROL GUIDE (Figure 4)
Figure 4
ON
• to turn on the unit
OFF
• to turn off the unit
NOTE: the unit will turn off automatically after three minutes of non-use
CONTROL GUIDE
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SOUND
• to turn on and turn off the sound
SCORE
• to check the players’ scores at the end of all rounds, except the first round
CLEAR
• to undo the answer choice typed in before START/ENTER is pressed
PLAYER 1
• to select a one-player game
• used by Player 1 to buzz in and attempt to gain control of the board
PLAYER 2
• to select a two-player game
• used by Player 2 to buzz in and attempt to gain control of the board
NUMBER KEYS (1 - 0)
• to select the choices (1 - 15) that correspond to the responses in the booklet
START/ENTER
• to start each round
• to confirm your response choices and player selections
NEXT
• to automatically begin the next round with the next question from the booklet
(cannot be used to start ROUND 1 or the BONUS ROUND)
CONTROL GUIDE
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RESET
• to reset the unit. Press the small button using the tip of a ball point pen. Please
note: this will reset the game so that questions recently played may come up
again. This will reset the MAX SCORE and delete it from memory.
LED LIGHTS
• indicates player’s turn
• indicates which player has won the round
LCD SCREEN
• the screen that displays all of the information
LET’S PLAY THE FAMILY FEUD!
Please read all the instructions before attempting to play the game.
CONTROL GUIDE
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3. BOOKLET
Be sure the Family Feud booklet is placed on its easel so that both players have
equal access to it. The booklet contains 1600 questions, 1 - 600 are regular round
and 601 - 1600 are bonus round. Fifteen responses are given for each regular
round question and five responses are given for each bonus round question. For
ROUND 1 and ROUND 2 there are six responses with point values to be found
and for ROUND 3 there are four responses with point values to be found. In the
BONUS ROUND, you are looking for the response with the highest point total
for five consecutive questions. (For the remainder of the instructions, any
response with point values will be referred to as a “correct response” and
any response without point values will be referred to as an “incorrect
response.”)
EXAMPLE:
• #469 appears on the LCD
• Find #469 in the booklet (Figure 5)
Figure 5
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8
• 15 choices are available: 6 are correct
and 9 are incorrect
• The object is to find the response with
the highest point value so that you gain
control of the board.
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4. TURN ON THE UNIT
Press the ON button to turn on the game. The Family Feud theme music will
play for approximately 5 seconds. You can let the song play in its entirety, press
SOUND to turn off the sound, or press START/ENTER to end the song. All
three options will guide you to player selection.
5. SELECT THE PLAYERS
PLAYER 1 will be flashing on the LCD screen after the theme music has
finished. Press either PLAYER 1 or PLAYER 2 to select the number of players
(Figure 6).
If you select PLAYER 1: you play against the computer.
If you select PLAYER 2: you play against another person.
NOTE: If you are playing by yourself, the computer is always PLAYER 2. If
you are playing against another person, decide before starting who will be
PLAYER 1 and PLAYER 2.
Figure 6
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If you want to play a one-player game and the LCD screen is flashing PLAYER
1, press START/ENTER to begin ROUND 1.
NOTE: You do not have to press the PLAYER 1 button if PLAYER 1 is
flashing on the LCD.
If you want to play a two-player game and the LCD is flashing PLAYER 1, press
PLAYER 2, then press START/ENTER to begin ROUND 1.
6. ROUND 1
ONE-PLAYER GAME - Press PLAYER 1 and then START/ENTER to begin
ROUND 1. A question number is displayed that corresponds to a question in the
booklet and the 90 second timer begins to count down (Figure 7).
Figure 7
HOW TO PLAY
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Once you have read the question in the booklet and identified what you think is
the top response, press START/ENTER to stop the timer and begin the coin-
toss. The purpose of the coin-toss is to determine which player goes first, since
the computer can not buzz in.
NOTE: During the coin-toss, the unit alternates between PLAYER 1 and
PLAYER 2. The unit will randomly stop on PLAYER 1 or PLAYER 2. The LED
will be lit above the winner of the coin-toss.
After the coin-toss, if the computer is selected to go first (PLAYER 2), a guess is
displayed for five seconds before it is revealed as a correct or incorrect response
(Figure 8).
Figure 8
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If PLAYER 1 wins the coin-toss, 30 seconds are given to select a response
(Figure 9). Using the number keys, type the number, 1 through 15, that
corresponds to the response you selected. Press START/ENTER to confirm
your answer (Figure 10).
Figure 9
Figure 10
If you make a mistake inputting your answer, press CLEAR to delete your
choice, then enter the response you want and press START/ENTER.
HOW TO PLAY
NOTE: You must press CLEAR before START/ENTER. Pressing START/
ENTER will confirm your choice.
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For the purpose of game play explanation, assume PLAYER 1 won the coin-toss
and has entered a correct answer choice. Following is a step-by-step description
of one scenario of game play.
1. A clang sound is heard and the guessed response number is revealed as the
number one answer. SURVEY SAYS is heard and the point values are shown
in the box next to the response number (Figure 11).
NOTE: If you have the sound off, nothing will be heard.
Figure 11
2. PLAYER 1 has 30 seconds to input another response from the remaining 14
choices.
HOW TO PLAY
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3. A number is entered and START/ENTER is pressed (Figure 12).
Figure 12
4. The number entered is incorrect, a razz is heard, and an X is shown on the
bottom left corner of the LCD, indicating a strike (Figure 13).
Figure 13
HOW TO PLAY
NOTE: The term “strike” means an incorrect response and is accompanied by a
“razz” sound similar to the strike sound from the television show.
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5. PLAYER 1 continues to guess until PLAYER 1 gets the other five correct
responses or gets three strikes. Similar to the television game show, the game
plays according to the popular three-strike rule. Be careful to keep track of
the answers that have been guessed. The unit will not indicate that an
incorrect response has already been selected.
a) If PLAYER 1 guesses all remaining correct responses, the round is
over and PLAYER 1 wins.
b) If PLAYER 1 gets three strikes before the remaining correct
responses have been revealed, PLAYER 2 has one chance to guess a
correct response and win the round. If PLAYER 2 guesses an
incorrect response, the round is over and PLAYER 1 wins.
NOTE: If several of the correct responses have the same point value, the unit
will randomly determine their position on the board (Figure 14).
Figure 14
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The unit will make several consecutive beeps indicating the round is over. The
LED flashes above the PLAYER button that wins the round and the score of the
round is shown for five seconds. The player that wins the round gets the points
for all responses shown on the board (Figure 15). For further explanation see
section 10. SCORING.
Figure 15
TWO-PLAYER GAME - The game play is the same as a one-player game with
the exception of how each round starts.
After the game has been turned on, press PLAYER 2 and then START/ENTER
to begin ROUND 1. A question number is displayed that corresponds to a
question in the booklet and the 90 second timer starts to count down. Both
players have to find the question in the booklet and decide which is the top
HOW TO PLAY
response.
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Similar to the television show, when the players think they know the top
response, they use their player button to buzz in. The first player to buzz in gets
the chance to respond first. The LED above the player button will light up and
the LCD will show the player number indicating the player who buzzed in first.
Respond quickly, because only five seconds are given to enter the response.
If neither player buzzes in before the 90 second timer expires, an electronic cointoss will decide who goes first. The player selected then has 30 seconds to type
in a number 1 through 15 and press START/ENTER. The rest of the game play
is similar to a one-player game.
ADDITIONAL GAME PLAY EXAMPLES - Following are three examples of
game play based on PLAYER 1 winning the random coin-toss described earlier.
1. If PLAYER 1 selects a response that is not the top response, then PLAYER 2
has a chance to steal control of the board by guessing a response that is
higher than the one guessed by PLAYER 1.
a) If PLAYER 2 guesses a response higher than PLAYER 1’s guess,
PLAYER 2 controls the board and continues to guess until PLAYER
2 guesses the remaining correct responses or gets three strikes.
i) If PLAYER 2 guesses the other four correct responses, the
round is over and PLAYER 2 wins.
ii)If PLAYER 2 gets three strikes before the four remaining
responses have been revealed, PLAYER 1 has one chance to
guess a correct response and win the round. If PLAYER 1
HOW TO PLAY
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guesses an incorrect response, the round is over and PLAYER 2
b) If PLAYER 2 guesses a response that is lower than PLAYER 1’s
2. If PLAYER 1 selects an incorrect response, PLAYER1 gets a strike and
PLAYER 2 has a chance to steal control of the board. If PLAYER 2 gets
control of the board by guessing a correct response, PLAYER 2 gets to guess
until the other five correct responses have been revealed or PLAYER 2 gets
three strikes.
a) If PLAYER 2 guesses the other five correct responses, the round is
b) If PLAYER 2 gets three strikes before the other five correct responses
HOW TO PLAY
18
wins.
response or incorrect, PLAYER 1 maintains control of the board and
has to guess the other four or five correct responses or get three
strikes.
i) If PLAYER 1 guesses the other four or five correct responses,
the round is over and PLAYER 1 wins.
ii)If PLAYER 1 gets three strikes before the four or five
remaining correct responses have been revealed, PLAYER 2
has one chance to guess a correct response and win the round.
If PLAYER 2 guesses an incorrect response, the round is over
and PLAYER 1 wins.
over and PLAYER 2 wins.
have been revealed, PLAYER 1 has one chance to guess a correct
response and win the round. If PLAYER 1 guesses an incorrect
response, the round is over and PLAYER 2 wins.
Page 19
3. If PLAYER 1 selects an incorrect response, PLAYER1 gets a strike and
PLAYER 2 has a chance to steal control of the board. If PLAYER 2 selects
an incorrect response, PLAYER 2 gets a strike and PLAYER 1 is given
another chance to guess a correct response. Play alternates between
PLAYER1 and PLAYER 2 until either a correct response is guessed or both
players have three strikes.
a) If both PLAYER 1 and PLAYER 2 gets three strikes and no correct
responses have been chosen, the round is over and there is no winner.
b) If PLAYER 1 and PLAYER 2 each has one strike and PLAYER 1
guesses a correct response, PLAYER 1 continues to guess until the
other five correct responses have been revealed or PLAYER 1 gets
two more strikes. (Remember, PLAYER 1 already has one strike.)
i) If PLAYER 1 guesses all five remaining correct responses,
the round is over and PLAYER 1 wins.
ii)If PLAYER 1 gets two strikes before the other five remaining
correct responses have been revealed, PLAYER 2 has one
chance to guess a correct response and win the round. If
PLAYER 2 guesses an incorrect response, the round is over and
PLAYER 1 wins.
4. If PLAYER 1 and PLAYER 2 each has two strikes and PLAYER 1 guesses a
correct response, PLAYER 1 continues to guess until the other five responses
have been revealed or PLAYER 1 gets one more strike. (Remember,
PLAYER 1 already has two strikes.)
HOW TO PLAY
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a) If PLAYER 1 guesses all five remaining correct responses, the
round is over and PLAYER 1 wins.
b) If PLAYER 1 gets one strike before the other five remaining correct
responses have been revealed, PLAYER 2 has one chance to guess a
correct response and win the round. If PLAYER 2 guesses an incorrect
response, the round is over and PLAYER 1 wins.
7. ROUND 2
After the score is displayed for ROUND 1, the LCD will indicate ROUND 2 is
ready to begin. ROUND 2 begins by pressing either the START/ENTER orNEXT button. Press START/ENTER for a random question or press NEXT for
the next consecutive question.
The game play for a one-player game and a two-player game is the same as
described for ROUND 1, EXCEPT: in a one-player game, the player who lost
ROUND 1 will be the first to guess in ROUND 2 (Figure 16).
Figure 16
HOW TO PLAY
ONE-PLAYER GAME
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As in ROUND 1, the player to win the round gets the points for all responses
showing and the score for ROUND 2 is displayed for five seconds. The score for
ROUND 2 is the sum of all the correct responses revealed, multiplied by two.
For further explanation see section 10. SCORING.
8. ROUND 3
After the score is displayed for ROUND 2, the LCD will indicate ROUND 3 is
ready to begin. Start the round by pressing either START/ENTER or NEXT. In
ROUND 3, the object is to pick the top four correct responses from the fifteen
choices (Figure 17). Eleven of the fifteen are incorrect responses.
Figure 17
ONE-PLAYER GAME
As in ROUND 2, in a one-player game, the player who lost ROUND 2 will be
the first to guess in ROUND 3. The game play for a one-player game and a two-
HOW TO PLAY
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player game, with the exceptions mentioned above, is the same as described for
ROUND 1.
As in ROUND 1 and ROUND 2, the player to win the round gets all the points
showing. The score for ROUND 3 is the sum of all the correct responses
revealed, multiplied by three. For further explanation see section 10. SCORING.
9. BONUS ROUND
The player that has the highest cumulative score from ROUNDS 1, 2, and 3 will
play the BONUS ROUND. The BONUS ROUND consists of five consecutive
questions, each with five responses. The object is to guess the top response for
all five questions.
NOTE: In a one-player game, if the computer ends up with the highest
cumulative score, the game will end after ROUND 3.
The LCD will indicate which player will be participating in the BONUS
ROUND. That player presses START/ENTER to start the timer and reveal the
first question. The player will have 90 seconds to look up and answer all five
questions (Figure 18). (Since the questions are consecutive, the first question
will be the only one that takes time to lookup.) Input your choice by pressing the
number, 1 through 5, that corresponds to the response you selected and press
HOW TO PLAY
START/ENTER to confirm your answer. The next question number will
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automatically be displayed. Continue until all five questions have been answered
or the time has run out.
Figure 18
When the last answer has been entered or the time has run out, the unit will
indicate a response is being revealed with the popular SURVEY SAYS speech,
and show the point total associated with each survey response.
The score of the BONUS ROUND is the sum of the survey responses, multiplied
by ten. If the sum of the responses totals more than 100 (before being multiplied
by ten), a $10,000 bonus will be added to the final score. For further explanation
see section 10. SCORING.
HOW TO PLAY
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10. SCORING
Press SCORE at the beginning of ROUND 2 or ROUND 3 to show the
cumulative score for each player (Figures 19 a & b). SCORE can also be pressed
at the end of the game to show the final total for each player. When SCORE is
pressed, PLAYER 1’s total will show for three seconds, then PLAYER 2’s total
will show for three seconds. Each time the unit is turned on the MAX SCORE
will be shown.
Figure 19a
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24
Figure 19b
Page 25
Below is a round by round example of how the score is calculated (Figures 20
through 24).
ROUND 1:
Score: 34 + 8 + 4 + 4 + 4 = 54
Figure 20
ROUND 2:
Score: (30 + 7 + 7 + 5) x 2 = 98
Figure 21
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ROUND 3:
Figure 22
BONUS ROUND
Possibility #1:
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Figure 23
26
Score: (13 + 12 + 10) x 3 = 105
Score: 36 + 5 + 27 +18 + 6 = 92
Page 27
BONUS ROUND
Possibility #2:
Score:
45 + 16 + 30 + 32 + 13 = 136
Figure 24
The following is an example of PLAYER 1’s final score. Assume PLAYER 1
won ROUND 1, lost ROUND 2, won ROUND 3 and participated in the BONUS
ROUND.
Final Score:
+
Possibility # 1
Possibility # 2
ROUND 1
54
54
ROUND 2
+
+
+
+
0
+
0
ROUND 3
105
105
+
BONUS ROUND x 10
+
( 92 x 10 )
+
( 136 x 10 )
+
+
+
10,000
10,000
Final Score
=
$1,079
=
0
$11,519
=
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In Possibility #1, the $10,000 bonus was not given because the total points
earned for the BONUS ROUND was 92 and did not exceed 100. In Possibility
#2, the $10,000 bonus was given because the total points earned in the bonus
round exceeded 100.
11. STARTING A NEW GAME
Press START/ENTER to start a new game. If the previous game was a one-
player game, when START/ENTER is pressed, the new game will be a one-
player game. To change the player mode, the unit must be turned off and turned
on again.
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12. CAUTION
RESET
CLEAR
OFF
SOUND
ON
34567890
NEXT
START/ENTER
High temperature
will destory the
unit. Do not leave
unit in direct
sunlight.
Clean only with a
piece of soft dry
cloth.
RESET
CLEAR
OFF
SOUND
ON
234567890
NEXT
START/ENTER
Do not use a
pencil or pin to
press the Reset
button. Use a
ball-point pen.
Do not press the
liquid crystal
display (LCD
screen) and avoid
heavy shock or the
display may fail.
CAUTION
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13. 90-DAY LIMITED WARRANTY
Tiger Electronics, Ltd. (Tiger) warrants to the original consumer purchaser of
this product that the product will be free from defects in materials or
workmanship for 90 days from the date of original purchase. This warranty does
not cover damages resulting from accident, negligence, improper service or use
or other causes not arising out of defects in materials or workmanship.
During this 90-day warranty period, the product will either be repaired or
replaced (at Tiger’s option) without charge to the purchaser, when returned with
proof of the date of purchase to either the dealer or to Tiger.
Product returned to Tiger without proof of the date of purchase or after the 90day warranty period has expired, but prior to one year from the original date of
purchase, will be repaired or replaced (at Tiger’s option) for a service fee of
U.S.$18.00. Payments must be by check or money order payable to Tiger
Electronics, Ltd.
The foregoing states the purchaser’s sole and exclusive remedy for any
breach of warranty with respect to the product.
WARRANTY
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All product returned must be shipped prepaid and insured for loss or damage to:
Tiger Electronics, Ltd. Repair Dept.
1000 N Butterfield Road, Unit 1023
Vernon Hills, IL 6006l. U.S.A.
The product should be carefully packed in the original box or other packing
materials sufficient to avoid damage during shipment. Include a complete written
description of the defect, a check if product is beyond the 90-day warranty period,
and your printed name, address and telephone number.
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO
OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL
BE BINDING ON OR OBLIGATE TIGER IN ANY WAY. ANY IMPLIED
WARRANTIES APPLICABLE TO THIS PRODUCT, INCLUDING
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY
PERIOD DESCRIBED ABOVE. IN NO EVENT WILL TIGER BE LIABLE
FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES
RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF THIS
PRODUCT.
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WARRANTY
Page 32
Some states do not allow limitations as to how long an implied warranty lasts
and/or exclusions or limitations of incidental or consequential damages, so the
above limitations and/or exclusions of liability may not apply to you. This
warranty gives you specific rights, and you may also have other rights which
vary from state to state.
For more information about Tiger Electronics, our products and
special promotions, please visit our web site at www.tigertoys.com
WARRANTY
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