Excalibur electronic Board Games PL13 2 User Manual

User’s Guide for  
Talking Electronic Darts  
Model No. PL13-2  
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GAME/  
PLAYER/  
DELETE  
ADAPTOR  
JACK  
DOUBLE RING  
(X2)  
SEGMENT NUMBERS  
TRIPLE 20  
TOP SCORE  
(60 POINTS)  
OUTER  
BULLS-  
EYE  
(25 POINTS)  
TRIPLE  
RING  
(X3)  
OPTION/  
HOLD/  
SOUND  
Figure 2  
CHANGE/  
RE-START  
What’s Included  
Adapter (optional, but not included)  
Output: 9V DC 100 mA (+-)  
INNER  
BULLS-EYE  
(50 POINTS)  
Figure 3  
Figure 4  
Figure 5  
SINGLE  
RINGS (X1)  
CATCHER  
(0 POINTS)  
Figure 6  
Figure 1  
4
5
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LCD Display  
Installing Batteries  
Your Talking Electronic  
Install three AA batteries,  
Darts requires three AA batter- making sure to match the  
ies. To install batteries, care- polarity (+ and -) with the  
fully open the battery compart- diagram inside the battery  
ment located on the bottom of compartment. Press the battery  
the front-side of the dartboard. compartment lid back into the  
Use your thumbs to press dartboard. It will snap in place  
down on both sides of the bat- once it’s properly closed.  
tery compartment lid and slide  
it down.  
Function of Buttons  
scroll through the players’ scores;  
press to review the current game;  
press to delete the current score list.  
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.  
Figure 7  
The LCD display is divided player’s score or the target  
into three portions; each number for the current player.  
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.  
GAME/PLAYER: Press to scroll  
through game and player options  
when setting up a game; press to  
portion can mean one of the  
L or H followed by a number  
following depending on which means the leader’s score for  
game is played, as shown on the games Over and Under.  
Figure 7.  
Pit followed by a number  
means it’s the pitcher’s turn.  
bA followed by a number  
A.  
The A section of the LCD means it’s the batter’s turn in  
display is located on the top some games.  
center of the LCD display.  
P#F# or t#F# will show  
Numbers means the current which player won the game.  
6
7
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Numbers means the target  
number for the current player.  
R-# means the number of  
rounds.  
bottom left of the LCD display.  
The middle mark lights to  
For instance, P4F1 means  
Player 4 won. t5F1 means  
Team 5 won.  
Numbers means the next indicate the current player has  
player’s score or the next no dart on the number.  
player’s target number.  
The lower three marks  
Numbers two through  
seven when playing Snook  
means the target number is  
any number between two  
through seven.  
db or bE when playing  
Soccer means the player  
should hit a double ring (db )  
or the Bull’s Eye (bE).  
##DT when playing Free  
means residual darts.  
#L means the current indicate the current close status.  
player’s Lives (marks).  
bE-# when  
The upper left marks lights  
playing up to indicate a player has  
English Cricket means the closed the number.  
residual Bull’s Eye is to be hit  
by the pitcher.  
The top mark lights up to  
B.  
indicate the number has been  
closed by all other players and  
The B section of the LCD  
display is located on the  
bottom right of the LCD dis-  
play.  
B & C:  
The close status of each the current player cannot get  
C.  
The C section of the LCD  
number is displayed on the bot- points from this number after  
Display is located on the  
tom rows for each player.  
he or she closed the number.  
8
9
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How to Use  
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.  
According to the inter-  
Installing Your Talking  
national 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).  
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 fol-  
lowing the international stan-  
dard for your dartboard’s  
height and distance, as shown  
use an adapter (not included)  
to plug your dartboard into an  
electrical socket.  
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 three-  
fourths inches (or 40 cm)  
below the upper screw. This  
will be five feet one and one-  
fifth inches (or 153 cm), as  
shown on Figure 9.  
Then, make sure your  
dartboard is properly hung on  
the wall.  
Press any button to stop  
the LCD auto-test scanning.  
Press the GAME button to  
select a desired game series,  
and press the OPTION button to  
select a desire game option.  
Please refer to the Game  
Name Chart on page 11. Once  
you’ve found your desired  
game series and game option,  
press the CHANGE button to  
confirm.  
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.  
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  
Press the OPTION button  
to select a single, double, or  
triple IN game and press the  
CHANGE button to confirm.  
Figure 8  
on Figure 8.  
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.  
to start the game. After each  
player finishes their round,  
press the CHANGE button to  
move on to the next player.  
How to Play  
triple, it is worth triple the  
General  
Dart Rules  
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.  
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.  
Press the GAME button to  
select the number of players  
or two teams.  
Press the CHANGE button  
Dart Games  
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.  
’01 GAMES: 301, 501, 601,  
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.  
All players will throw in  
sequence. Players can deter-  
mine throwing sequence by  
throwing the Bull. This means,  
the player that throws closest  
to the Bull’s Eye shall throw  
first.  
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  
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  
12  
13  
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To begin, preset a number  
of rounds in the dartboard.  
You can select 6 through 15  
rounds. The winner will have  
the highest total score after  
the preset number of rounds.  
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.  
you throw a 15, then that  
round is bust and your score  
stays at 498.  
A SINGLE is worth one  
point.  
A DOUBLE is worth two  
points.  
A TRIPLE is worth three  
points.  
An OUTER BULL is worth  
3 points.  
An INNER BULL is worth 5  
points.  
You can also choose to  
play DOUBLE/TRIPLE IN or  
DOUBLE/TRIPLE OUT with any  
of the ’01 Games.  
Every missed dart is  
worth 60 points.  
COUNT UP: 100, 200, 300,  
400, 500, 600, 700, 800, 900  
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.  
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.  
The object of the game is  
to reach the preset total score  
first.  
You can select 6through  
15 rounds. The player with  
the highest final score wins.  
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 com-  
plete the game. The round  
will be bust if the player’s  
score falls to one point under  
the double out option status.  
Each player begins their  
game with zero points.  
To begin, preset a final  
total score. You can choose  
100 through 900 (in incre-  
ments of 100).  
UNDER: Ldr, bot  
The object of the game is  
to shoot a three-dart score that  
is equal to or less than the  
“Leader’s Score.” Each player  
starts with seven “lives” and  
the last player “alive” wins.  
OVER: Ldr, toP  
The first player to reach  
or go over this final score  
wins.  
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.  
HIGH SCORE: 6rd, 7rd,  
8rd, 9rd, 10rd, 11rd, 12rd,  
13rd, 14rd, 15rd  
Your score will become  
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.  
RANDOM SHOT: 6rd, 7rd,  
8rd, 9rd, 10rd, 11rd, 12rd,  
13rd, 14rd, 15rd  
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  
The object of the game is  
to reach the highest total score  
within a preset number of  
rounds.  
The object of the game is  
to hit the same segment as the  
number that is displayed on C  
section of the LCD Display.  
The previous leader has  
14  
15  
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leader’s score. If it is not, you  
will lose a life.  
The first player to reach  
zero or below zero wins.  
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.  
9-LIVES: 3LF, 4LF, 5LF,  
6LF, 7LF, 8LF, 9LF  
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.  
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.”  
CLOCK 1: —-, -2-, -3-  
The object of the game is  
to hit each number once in  
sequence followed by 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.  
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.  
Every player must first hit  
the number one, then two, etc.  
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 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.  
You can select one of the  
following options for the  
game.  
CLOCK 3: —-, -2-, -3-  
If you choose the —-  
option, all doubles and triples  
will count as singles.  
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.  
The last player remaining  
alive or the first player to  
complete the sequence wins.  
If you choose the -2-  
option, each player must hit  
each double once.  
COUNT DOWN: 100, 200,  
300, 400, 500, 600, 700, 800,  
900  
BEST TEN: —-, -2-, -3-, -E-  
If you choose the -3-  
option, each player must hit  
each triple once.  
The object of the game is  
to track the ten best darts  
based on the number shown  
on the LCD Display.  
The object of the game is  
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.  
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 2: —-, -2-, -3-  
Select either a —-, -2-,  
-3-, or -E- game first. —-  
means whole segments; -2-  
means doubles; -3- means  
triples; and -E- means the  
Bull’s Eye.  
The object of the game is  
to hit each number once  
clockwise on the dartboard  
followed by the Bull’s Eye.  
16  
17  
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The dartboard issues a  
random number at the begin-  
ning 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.  
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.  
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.  
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 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.  
The player with the highest  
points wins after all player’s  
have thrown their 10 darts.  
The game is over after the  
second scored round is  
finished.  
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.  
CRICKET: Sco, no  
ENGLISH CRICKET  
CUT-THROAT CRICKET  
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.  
English Cricket is a two-  
player game only. One player  
acts as the pitcher, the other  
player acts as the batter. The  
pitcher’s object is to accumu-  
late 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 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 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.  
A player closes on a spe-  
cific 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.  
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.  
The first player to throw  
all numbers plus the Bull’s  
Eye and has the lowest score  
wins.  
If you chose to play the  
12 Round (12RD) version, the  
game will continue for 12  
rounds.  
After a player “closes” a  
19  
18  
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by the leader. The single,  
double and triple numbers are  
different.  
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.  
the seventh round.  
ALL 51 BY 5: 31, 41, 51,  
61, 71, 81, 91  
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.  
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.  
Each player will start  
with seven lives and the last  
person “alive” wins.  
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 “con-  
tinues” on the same target  
number until one player hits  
this target number, then a new  
target number can be chosen.  
The LCD display will  
show a target number. The  
first person to hit the target  
number is the leader.  
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.  
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.  
SHANGHAI: I, II, III  
The round is bust when a  
player reaches a score higher  
than the residual score. The  
winner must finish with  
exactly zero.  
The object of the game is  
to throw specific numbers in  
sequence  
rounds.  
within  
seven  
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.  
SCRAM: 7t, 21t  
The first player to reach  
zero wins.  
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  
If you choose to play 21  
Target Scram (21t), the object  
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  
FOLLOW THE LEADER:  
Ldr, Con  
The dartboard will also  
display “1-3” target number  
automatically after pressing  
The object of the game is  
to hit “target number” issued  
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.  
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,  
throw with your right hand).  
Every player needs a different  
number from one another.  
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.  
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.  
The Scorer round is  
finished when all numbers are  
erased. The person with the  
highest score wins the game.  
SOCCER: 6rd, 7rd, 8rd, 9rd,  
10rd, 11rd, 12rd, 13rd, 14rd,  
15rd  
Each player needs to hit  
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.  
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.  
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  
segments as possible.  
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.  
Every player can become  
a killer by throwing the preset  
target number (i.e. lives three  
through seven). The LCD dis-  
Before the game, select  
the winning score from four  
through 13. The first player to  
reach this score wins.  
Another player can take  
possession of the ball by  
hitting the Bull’s Eye.  
play will show “  
# #  
Each double will count as  
one point.  
when a player becomes a  
killer.  
SNOOKER  
The player with the  
highest score wins.  
If you choose to play with  
the double option, a player  
must hit the “DOUBLE RING”  
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 acci-  
dentally commit suicide if a  
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.  
KILLER: 3LF, 4LF, 5LF,  
6LF, 7LF, dbl  
BILLIARD 9 BALL:  
4-13 option  
The object of the game is  
to kill your opponent before  
he or she can kill you. The last  
person alive wins.  
The object of the game is  
to hit as many “nine balls” as  
possible. The more “nine  
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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.  
FREE  
The object of the game is  
Special Care & Handling  
• Avoid rough handling such as bumping or dropping.  
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.  
• 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.  
The colored balls are two  
through seven. Each colored  
ball is worth the same as its  
segment number.  
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.  
The game does not limit  
three darts per round. A  
player can continue to throw  
until he or she misses the  
target.  
• Do not mix old and new batteries.  
• Do not use rechargeable batteries.  
• Remove exhausted batteries from the unit.  
• Do not short circuit battery terminals.  
Players will take turns  
when the player misses all  
three darts at the beginning of  
the round or the player misses.  
• 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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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 interfer-  
ence, and (2) this device must accept any interference received, including  
interference that may cause undesired operation.  
LIMITED 90-DAY WARRANTY  
EXCALIBUR  
ELECTRONICS,  
do not allow limitations on the dura-  
INC., warrants to the original con-  
sumer 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 peri-  
od, 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.  
tion of implied warranties and do not  
allow exclusion of incidental or con-  
sequential damages, so the above lim-  
itations and exclusions in these  
instances may not apply. The only  
authorized service center in the  
United States is:  
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 lim-  
its 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 tele-  
vision 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:  
Excalibur Electronics, Inc.  
13755 SW 119th Ave  
Miami, Florida 33186 U.S.A.  
Phone: 305.477.8080  
Fax: 305.477.9516  
The warranty covers normal con-  
sumer 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 attempt-  
ed outside of the factory.  
Reorient or relocate the receiving antenna.  
Ship the unit carefully packed, prefer-  
ably in the original carton, and send it  
prepaid, and adequately insured.  
Include a letter, detailing the com-  
plaint 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.  
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.  
Any applicable implied war-  
ranties, including warranties of  
merchantability and fitness, are  
hereby limited to 90  
DAYS from the date of  
purchase. Conse-quential  
PLEASE DO NOT SEND  
YOUR UNIT WITHOUT  
RECEIVING  
AN ESTIMATE  
FOR SERVIC-  
ING.  
or incidental damages  
resulting  
from  
a
WE CANNOT  
STORE YOUR  
UNIT!  
breach of any appli-  
cable express or  
implied warranties  
are hereby exclud-  
ed. Some states  
Excalibur Electronics reserves the right to make technical changes  
without notice in the interest of progress.  
We make  
you think!  
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EXCALIBUR ELECTRONICS, INC.  
13755 SW 119TH AVENUE  
MIAMI, FLORIDA 33186 U.S.A.  
PHONE: 305.477.8080  
FAX: 305.477.9516  
Play games  
live at:  
PL13-2 (MA) TalkElecDarts 061006 V7  
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