User manual ESCALADE SPORTS G05100

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Manual abstract: user guide ESCALADE SPORTS G05100

Detailed instructions for use are in the User's Guide.

[. . . ] CLASSIC JUNIOR FAMILY GAME CENTER ASSEMBLY INSTRUCTIONS AND RULES M O D E L G05100 G05110 527. 25001 REV 62199 CLASSIC JR. FAMILY GAME CENTER Thank you for buying our product. We strive to ensure that our products are of the highest quality and free of manufacturing defects or missing parts. However, if you have any problems with your new product, please do not return it to the store. [. . . ] How to Keep Score: Only one team scores in a round. The team which has their puck closest to the end of the board (away from the shooter) scores. All of their pucks which are between the end of the board (away from the shooter) and their opponents' puck which is closest to the end of the board (away from the shooter) are added together for the score for that round. A puck scores one point if it is located between the short foul line and the "2" line. To play, you need the following: · A board divided into 64 squares, 8 along each side. The squares are alternately colored light and dark (most commonly red and black). · A set of 12 pieces for each player (one set each dark and light). The board should be set up as shown in the diagram to the right. The Object of the Game: A player must capture all his opponent's pieces or position his own pieces so that his opponent is unable to make any move. The Basics: The players sit facing each other with the board positioned so that each player has a dark square at the left end of their first row. Each player places his pieces in the dark squares of the first three rows on his side of the board. The player with the darker pieces always makes the first move. Moves are made diagonally, and only one move may be made on each turn. You can only move your piece into a square if it is vacant. If one of your pieces is next to one of your opponent's pieces and the square beyond it is free, you must jump over the opponent's piece, which is then removed from the board (captured). You can jump from vacant square to vacant square several times in a row with the same piece and capture several of your opponent's pieces. Once a piece has reached the far end of the board, it becomes a king (this is signified by stacking two checkers on top of each other). A king can move and jump diagonally both backwards and forwards. Kings can be captured like any other piece. The Finer Points: You must make your move with the first piece that you touch unless you have given notice that you intend to arrange your pieces properly in their square. If you touch an unplayable piece, you receive a "caution;" if you commit a second offense, you forfeit the game. You must make your move within five minutes; if you fail to move, an appointed timekeeper will call "time". [. . . ] ·If you move the table or touch the net during play. LEGAL POINT ·It is legal to hit the ball around the side of the net to land the ball on your opponent's side. 21 BOWLING GAME DURATION A game of tenpin bowling consists of ten frames. Every player bowls twice in each frame, unless he knocks down all ten pins with his first ball (a strike). SCORING The winning player or team has the highest score at the end of ten frames. [. . . ]

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