Excalibur electronic Games NF 06 User Manual

USER’S GUIDE:  
GAME TIME ELECTRONIC FOOTBALL  
MODEL NO.: NF-06  
 
INTRODUCTION  
GAME BOARD  
LCD SCREEN  
NFL Game Time Electronic Football is a 2-  
player strategy game which tests your ability  
to choose the right plays, direct blockers, read  
your opponent and react to their strategy on  
offense, defense and special teams. Choose  
between three play types (Run, Short Pass,  
Long Pass), four blocking schemes (End,  
Center, Guard, Tackle), and several special  
teams plays. On offense, you’re looking for  
the play that fits the game situation and will  
catch your opponent off guard. On defense,  
you’ll try to predict your opponent’s play calls  
to minimize their offensive production, and to  
force big defensive plays and turnovers.  
The LCD keeps track of all aspects of the  
game. It is the scoreboard; it keeps track  
of the distance to go before a first down;  
it shows your position on the field; and it  
displays the results of your play. An arrow on  
the LCD shows which side of the 50-yard line  
the ball is on. The LCD will also provide some  
game instructions, when necessary.  
Home Team  
Score  
Away Team  
Score  
Football is more than just a game of  
strategy—it’s also a game of execution, and  
occasionally luck. Even the best coach can  
never fully control what happens on the field.  
That’s why the unique play rotor in the center  
of the board will randomize your results.  
That’s the way the ball bounces!  
Distance  
to Go  
Ball Location  
Arrow  
Ball Location  
BATTERY INFORMATION  
NFL Game Time Electronic Football requires  
three (3) AA batteries, not included. To install  
batteries, turn the unit over and place it face  
down on a cloth or other soft surface. Use a  
small, Phillips-head screwdriver to remove  
the screw from the battery cover. Pull the tab  
down and remove the cover.  
Play Result Message  
Insert three (3) AA alkaline batteries in the  
battery compartment, making sure to match  
the polarity (+ and -) marked inside the  
compartment. Replace the battery cover and  
secure the screw.  
GAME CLOCK  
The Game Clock counts down the time  
remaining in each quarter using an  
arrangement of 15 LEDs. The last two LEDs  
are red, letting you know that time is winding  
down. Beneath the circular clock is a row of  
four LEDs that indicate the game quarter.  
In the event of an overtime, the LEDs will  
reset so that the first overtime period is  
represented by the first LED, and so on.  
See page 9 for additional battery information.  
3
 
Note: the LEDs on the Game Clock will always  
count down from the final LED to the first,  
regardless of the quarter length you choose.  
If you set the clock for 15-minute quarters,  
each LED will represent 1 minute. If you set  
the clock for a shorter quarter, each LED will  
represent a smaller time increment.  
BUTTONS AND THEIR FUNCTIONS  
SOUND BUTTON  
The SOUND button allows you to change the  
volume of the voice and sound effects at any  
time during the game. There are three sound  
levels: Low, High, Off. When the game is first  
turned on, the volume will be set at Low.  
Press SOUND to increase the volume to High.  
Press SOUND again to turn the volume Off.  
TIME BUTTON  
Before the opening kickoff, press the TIME  
button to change the length of the quarters.  
The quarter length is set to 15 minutes by  
default. Press TIME once to change to 10-  
minute quarters. Press TIME again to change  
to 5-minute quarters. Press TIME again to  
select 3-minute quarters, which is the shortest  
quarter length in NFL Game Time.  
DOWN DISPLAY  
Four LEDs are positioned just below the Play  
Clock. These keep track of what Down the  
offense is about to run. The fourth LED is red,  
letting you know that it is a critical 4th down  
play.  
During the game, press TIME to stop the Play  
Clock. Press again to restart the clock and  
resume play.  
GAME DIALS AND BUTTONS  
PLAY CHART  
Each side of the board is equipped with a  
series of Game Dials and Buttons. While on  
offense, use these dials to choose the play  
you think will be most successful given the  
game situation. On defense, try to guess your  
opponent’s play call, setting your Game Dials  
to defend against the offense’s attack.  
The Play Chart on the right side of the game  
board shows the play calls that were chosen  
by the Home team and the Away team. These  
LEDs will light up immediately following the  
play, so you can see what play and blocking  
scheme your opponent just ran.  
PLAY DIAL  
The Play Dial has three positions: Run, Short  
Pass, Long Pass. A typical Run will gain  
about 5 yards; a Short Pass will gain about  
10 yards, and a Long Pass will gain 20 yards.  
However, your play’s success is determined by  
a combination of the offensive play, defensive  
play, offensive blocking scheme, defensive  
blocking scheme, and the Play Rotor result.  
4
 
SPECIAL TEAMS DIAL  
PLAY ROTOR  
The Special Teams Dial is used in any kicking  
situation. It has five positions: Off, Kickoff,  
Onside, Punt, Field Goal. The Special Teams  
Dial must be in the Off position in order to  
run a normal play.  
Football is a game of strategy, but it’s also a  
game of inches, close calls, luck, spectacular  
plays and missed opportunities. The Play  
Rotor is a wheel of fate—it affects every play  
of every game.  
BLOCKING DIAL  
The Play Rotor has five positions: A, B, C, D,  
E. Each of these positions combines with the  
play calls and blocking schemes to determine  
the final play result. SNAP starts the Play  
Rotor and BLITZ stops it, but that’s about all  
the control you can count on.  
The Blocking Dial directs your offensive and  
defensive line. It has four positions: End,  
Center, Guard, Tackle. If the defense chooses  
the same blocking scheme as the offense,  
the offense’s production on that play will  
be severely limited. If the defense chooses  
a blocking scheme that is similar to the  
offense’s (End vs. Center, Guard vs. Tackle),  
the offense’s production will be affected  
minimally. If the defense chooses poorly (End  
vs. Tackle, Guard vs. End), the offense will have  
a much more successful play result.  
Every play is different, but in general,  
A is neutral and does not favor either  
side. B slightly favors the offense and C  
slightly favors the defense. D strongly  
favors the offense, while E strongly  
favors the defense. If the play rotor  
lands on E, there’s a good chance that  
the ball is changing hands.  
SNAP BUTTON  
The SNAP button begins the play by starting  
the Play Rotor. It may only be pressed while  
on offense, or as the kicking team.  
GETTING STARTED  
BLITZ BUTTON  
Turn the game on by turning the ON/OFF  
switch to the ON position. Before starting  
your game, choose the length of your game  
by pressing the TIME button repeatedly. LEDs  
on the play clock will light up, letting you  
choose between 15-minute, 10-minute, 5-  
minute and 3-minute quarters. You will not  
be able to change the quarter length after the  
opening kickoff.  
The BLITZ button stops the Play Rotor and  
signals the end of the play. The play result  
will be displayed on the LCD immediately  
after the Play Rotor stops.  
CALLING THE PLAY  
HOME AND AWAY  
The defense can adjust its play calls  
until the BLITZ button is pressed. The  
offense’s play is locked in as soon as the  
SNAP button is pressed. Try to use this  
brief delay to read the offensive coach’s  
demeanor—you may turn this into a  
critical advantage.  
Players should flip a coin to determine Home  
and Away. One player will flip the coin. If it  
lands on heads, that player will be the Home  
team. If it lands on tails, that player will be  
Away. The Home team kicks off to start the  
game. The Away team will kick off to start the  
second half.  
5
 
the quarters you decided on at the beginning  
of the game.  
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 Game  
Time Electronic Football:  
The first 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.  
1ST QUARTER:  
OVERTIME RULES  
Play begins with the opening Coin Toss and  
the ensuing Opening Kickoff.  
The overtime period is played following the  
same rules as the regulation game. The Home  
team will kick off to begin overtime.  
2ND QUARTER:  
The team that has the ball retains possession  
and continues its drive. 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.  
If a second overtime period is required,  
the Away team will kick off to begin the  
period. Teams will continue alternating the  
overtime kickoff until one team wins the  
game.  
SETTING AND RUNNING PLAYS  
HALFTIME:  
KICKOFFS  
Halftime pauses the game, and will last until  
teams set the Special Teams dials to Kickoff  
and the SNAP button is pressed.  
Standard Kickoffs  
Kicking team selects “Kickoffon middle  
dial.  
Receiving team selects “Kickoffon middle  
dial.  
Both Kicking and Receiving team choose a  
blocking scheme on right dial.  
Kicking team presses SNAP button to start  
the rotor.  
Receiving team presses BLITZ to stop the  
rotor.  
3RD QUARTER:  
The 2nd Half begins with a kickoff. The Away  
team kicks off to start the 3rd quarter.  
4TH QUARTER:  
This is the final 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 mix Short and Long Passes.  
Receiving team takes over on Offense.  
NOTE: The kickoff cannot occur until the  
Kicking team chooses “Kickoffon the dial. If  
the Receiving team fails to select “Kickoffon  
the dial, the play continues, but the result of  
the play is a touchback, and the Receiving  
team will take over on offense on their own  
20-yard line.  
END OF THE GAME  
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 will be equal to the length of  
6
 
Onside Kickoffs  
The play result will be either:  
Teams may attempt an onside kick in any  
kickoff situation. Blocking schemes do not  
affect the outcome of the play.  
Run  
Yardage will be applied to the ball location,  
and down and distance will be adjusted.  
The yardage may be negative.  
Onside vs. Onside  
Pass Complete  
If the Kicking Team chooses Onside Kick and  
the Receiving team also chooses Onside Kick,  
the success rate is very low.  
Yardage will be applied to the ball location,  
and down and distance will be adjusted.  
The yardage may be negative.  
If successful, the Kicking team recovers the  
ball at the 50-yard line.  
If unsuccessful, the Receiving team  
recovers the ball on the 50-yard line.  
Incomplete Pass  
0 yards gained on the play, and loss of  
down (2nd and 4 becomes 3rd and 4).  
Sack  
Onside vs. Kickoff (or any other defense)  
Negative yardage will be applied to the ball  
location, and down and distance will be  
adjusted.  
If the Kicking team selects Onside Kick  
and the Receiving team chooses any other  
defense, the success rate is much higher.  
Onside kicks vs. any other defense are  
successful about twice as often as when the  
Receiving team correctly looks for the Onside  
kick, but are still successful less than 50% of  
the time.  
Interception  
Defense takes possession. The ball location  
will be changed where necessary.  
Example:  
• 2nd & 5, ball on the Defense’s  
40-yard line  
If successful, the Kicking team recovers the  
ball at the 50-yard line.  
If unsuccessful, the Receiving team  
recovers the ball on the 50-yard line.  
• Play result: Interception,  
-10 yards  
• Next play: 1st & 10, possession  
changed, ball on 50-yard line  
OFFENSE VS. DEFENSE  
Fumble  
Defense takes possession. The ball location  
will be changed where necessary.  
To run a standard play (not Special Teams),  
your Special Teams dial must be set to OFF.  
If either team has the Special Teams dial set  
on any other position, the LCD will display a  
message reminding you to change both dials.  
END OF SERIES  
As in real football, the Offense has 4 plays  
to move the ball 10 yards from the line of  
scrimmage. If the Offense moves the ball 10  
yards or more in 4 plays or less, they receive a  
new set of downs (1st and 10). This is repeated  
until the offense reaches the goal line and  
scores a touchdown, or until the Offense is  
unable to achieve 10 yards in 4 downs or less.  
Offense and Defense select play and  
blocking scheme.  
Offense presses SNAP to start the rotor.  
Defense presses BLITZ to stop rotor.  
7
 
If the Offense runs a play on 4th down and  
is unable to make a first down, the Defense  
takes possession of the ball at the last ball  
location.  
The Offense may also choose to Punt or  
attempt a Field Goal on 4th down, if they  
do not think they will be able to make a  
first down on the next play.  
Example:  
• 1st and Goal from the 2-yard line.  
• Long Pass  
• Result: Touchdown.  
• TDs are worth 6 points.  
• Extra point OR 2-point conversion is  
attempted following a touchdown.  
EXTRA POINT  
PUNT  
To attempt an extra point, the Offense and  
Defense should set the Special Teams dials to  
Field Goal. An extra point is basically a very  
short field goal, and will be successful about  
98% of the time.  
The Offense may choose to attempt a punt  
when the player does not think they will  
make a first down on the next play. A punt  
may be kicked on any down, but is almost  
always kicked on 4th down.  
Extra point attempts are followed  
immediately by a Kickoff.  
Offense selects “Punton middle rotor  
Offense chooses a blocking scheme on the  
right rotor  
2-POINT CONVERSION  
Defense selects “Punton the middle rotor  
and selects a blocking scheme  
To attempt a 2-point conversion, the scoring  
team must turn the Special Teams dial to the  
OFF position. The offense will run a play from  
the 2-yard line.  
Offense presses SNAP to start the rotor  
Defense presses BLITZ to stop the rotor  
It is possible to score a touchdown on a  
Punt return. If the yardage on the punt  
return moves the past the goal line, it is a  
touchdown. The closer the kicking team is to  
their own end zone, the more likely this is to  
happen.  
Note: Yardage is hard to come by this close  
to the end zone, so you’ll need a good play  
and good execution to be successful. Plays  
that might gain more than 2 yards in a normal  
offensive situation may not be successful  
when attempting a 2-point conversion.  
If the defense fails to select “Punton the  
Special Teams dial, the play proceeds as  
normal and a return is made as normal.  
2-point conversion attempts are followed  
immediately by a Kickoff.  
FIELD GOAL  
SCORING PLAYS  
TOUCHDOWN  
The Offense may attempt a Field Goal on any  
down, when the team is in field-goal range.  
Field Goals longer than 65 yards may not be  
attempted. This means that the offense may  
not attempt a Field Goal from beyond its own  
48-yard line (this is because of the 10-yard  
end zone and a 7-yard snap).  
When the offensive play moves the ball  
position past the goal line, the result is a  
touchdown.  
Regardless of the length of the offensive play,  
if the ball position moves past the goal line,  
the result is a touchdown.  
Offense must set the Special Teams dial to  
“Field Goal. Blocking schemes do  
not affect Field Goal attempts.  
8
 
Defense should set the Special Teams dial  
to “Field Goal.  
SPECIAL CARE & HANDLING  
Offense presses SNAP to start rotor.  
Defense presses BLITZ to stop rotor.  
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).  
The length of the kick, in conjunction with the  
Play Rotor, determines the success or failure  
of a Field Goal. Kicks that are shorter than 25  
yards will almost always be successful, while  
very long kicks will rarely be successful.  
Clean using only a slightly damp cloth. Do  
not use cleaners with chemical agents.  
Successful  
BATTERY INFORMATION  
3 points awarded to successful Offense.  
Next play will be a Kickoff. The team that  
just scored kicks the ball away.  
Batteries should be installed and replaced  
only by an adult.  
NFL Game Time Electronic Football uses 3  
AAA batteries, not included.  
Do not mix alkaline, standard (carbon-zinc)  
or rechargeable (NiCd) 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.  
Unsuccessful  
No points awarded.  
If the offense attempts a FG unsuccessfully  
on any down, result is loss of possession.  
The defense receives the ball from the  
spot of the kick, which is 7 yards behind  
the previous line of scrimmage.  
To avoid explosion or leakage, do not  
dispose of batteries in a fire or attempt to  
recharge alkaline or other non-  
Example  
• 4th and 10, ball on the 30.  
• FG attempted (from the 37) and  
unsuccessful  
rechargeable batteries.  
Excalibur Electronics, Inc reserves the right to make  
continuing improvements. Features and functions  
may not operate exactly as described.  
• Defense takes possession  
• 1st and 10, ball on the 37  
SAFETY  
A safety occurs when the Offensive team  
starts a play near their own end zone and  
runs a play that results in negative yardage,  
moving them backward to the 0-yard line or  
into the end zone. When a safety happens,  
the Defensive team is awarded 2 points.  
-
+
+
+
-
-
+
The team that allowed the safety must then  
kick the ball from its own 20-yard line. The  
teams should set the Special Teams dial to  
“Punt. Play proceeds as normal. The team  
that scored the safety has the ball.  
3 x  
The diagram above shows how to remove and  
install the 3 AA alkaline batteries required.  
9
 
NOTES  
FCC PART 15 COMPLIANCE  
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.  
“Gentlemen, this is a football.”  
—Vince Lombardi  
10  
 
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 fitness, 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.  
NOTE: Please do not send your unit without first 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.  
Copyright © 2007 NFL Properties LLC. Team names and logos are trademarks of the teams  
indicated. All other NFL-related marks are trademarks of the National Football League.  
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.  
12  
 
Excalibur Electronics, Inc.  
13755 SW 119th Avenue  
Miami, Florida 33186  
Phone: 305.477.8080  
Fax: 305.477.9516  
Visit us @  
NF-06 (MA) NFL Game Time 082707  
 

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