Excalibur electronic Board Games NF 07 User Manual

USER’S GUIDE:  
NFL VIBRATING FOOTBALL  
MODEL NO.: NF-07  
 
INTRODUCTION  
PLAYER ASSEMBLY  
Slide your players onto their bases, as shown  
below. Each team may use up to seven (7)  
360° Control Bases, with the remaining players  
on Standard Bases.  
Vibrating Football is a challenging, exciting  
strategy game that tests your playmaking skills  
with a team of eleven players and one Multi-  
Functional Quarterback that passes, kicks and  
runs. You call all the plays and set up the offen-  
sive and defensive formations, working to out-  
think and outmaneuver your opponent. Read  
your opponent, choose your play, and direct  
your blockers—your cunning and a little luck  
will determine who will emerge victorious!  
Read the User’s Guide thoroughly. It will show  
you how to assemble and set up your game.  
It will also teach you how to play the game,  
but becoming an All-Pro will take practice and  
dedication. Welcome to NFL Vibrating Football!  
To assemble your Multi-Function Quarterback  
(MFQ), follow these simple steps:  
1.  
2.  
3.  
4.  
Hold leg at right angle to MFQ body.  
Insert peg into hole in MFQ body.  
Press leg firmly into MFQ body.  
NFL Vibrating Football includes 360° Control  
Bases that offer superior player control, pre-  
painted NFL Teams and a custom scoreboard.  
Unlike most other electronic football games,  
NFL Vibrating Football features an innovative  
dual-control speed system. Each player can  
control the power of the vibration and the  
speed of their players while on offense.  
Rotate leg down until foot touches base.  
COMPONENTS AND ASSEMBLY  
SCOREBOARD  
Keep track of downs, score, players, date and  
place game played. Game can be timed by  
having 15 plays per Quarter by entering the  
down number in the squares provided before  
each play.  
BATTERY INFORMATION  
NFL Game Time Electronic Football requires  
three (3) C batteries. To install batteries, turn  
the unit over and place it face down on a soft  
surface. Use a Phillips-head screwdriver to  
remove the screw from the battery cover. Pull  
the tab down and remove the cover.  
SCOREBOARD EASEL  
Remove the paper strip from the easel to  
expose the adhesive strip. Position the easel  
so that the bottom of the easel aligns with the  
bottom of the scoreboard. Swing the easel  
stand out so that it is at a right angle to the  
scoreboard, and can stand on its own.  
Insert three (3) size C 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.  
SCRIMMAGE MARKER  
Batteries should be installed and replaced only by an adult.  
Do not mix alkaline, standard (carbon-zinc) or rechargeable batteries.  
Do not mix old and new batteries.  
Do not use rechargeable batteries.  
Remove exhausted batteries from the unit.  
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.  
Avoid rough handling such as bumping or dropping.  
Clean using only a slightly damp cloth. Do not use chemical agents.  
Use between the temperatures of 39ºF and 100ºF (4º C and 38º C).  
Use your Scrimmage Marker to track the line  
of scrimmage accurately. In the case of lost  
yardage move your Scrimmage Marker to the  
exact spot of the tackle, but do not move the  
First-Down Chain.  
3
 
FIRSTDOWN CHAIN  
your opponent prefer to play. Once you have  
decided on a speed, it should not be changed  
for the duration of the game.  
Place the magnetic First-Down Chain on either  
of the sidelines. Before each series of downs,  
make sure the first post on the First-Down  
Chain is on the line of scrimmage and lines  
up properly with the Scrimmage Marker. The  
First-Down Chain should be moved only  
when a first down is made or when the teams  
exchange possession of the ball.  
Most tournament games follow Classic Control  
rules. Because your players will move at only  
one speed, a well-designed play is critical.  
Coach’s Control  
The offensive team has complete control of  
the game speed in this type of game. The  
offensive player may switch between BLITZ 1  
and BLITZ 2 as often as desired, in order to get  
players in the best position possible.  
The First-Down Chain is to be used in making  
measurements out of the field. When the ball  
location is close to a first down, either player  
may call for the chain. To make a measurement  
on the field, move the First-Down Chain hori-  
zontally across the field to the ball location. If  
any portion of the ball carrier’s base extends  
beyond end of the forward post, the first down  
has been made.  
In a Coach’s Control game, the defensive player  
may not change the speed during the play. If  
the defensive player does illegally manipulate  
the game speed, the result is a 10-yard penalty  
and the down should be replayed. The offense  
has the option of declining this penalty, if it  
does not negatively impact the play.  
GOALPOST  
Place in the hole located on the frame of the  
field as shown on the product image.  
Custom Control  
Create your own rules for changing the speed  
of the game during the play. For best results,  
players should agree to a set of rules regarding  
how often during a play each team will be  
allowed to change game speeds. For example,  
you may decide to have the offensive player  
set the initial game speed, and allow the  
defensive team one opportunity to ‘blitzby  
increasing the game speed.  
SPEED CONTROL  
The playing field vibration may be regulated  
for fast or slow action by pressing the Blitz 1  
and Blitz 2 buttons. There are three options  
for speed control, depending on what kind of  
game you want to play.  
Important Note: Players should agree on the  
Speed Control rules before the game begins.  
For Vibrating Football Tournaments, all games  
should be played according to the same rules  
in order to maintain a fair competition.  
CAUTION  
NFL Vibrating Football is not designed  
to have two players constantly chang-  
ing the game speed, pressing several  
buttons at once. This will result in poor  
gameplay, and could damage your unit.  
Classic Control  
Choose one speed setting for your game.  
Before the game begins, test your players  
on both speeds, and decide on that you and  
4
 
Follow the diagram and simply insert or snap  
the wheel into the player bases. To have the  
wheel in the basic or starting position, make  
sure the two legs on the wheel are in the for-  
ward position. From this starting point you can  
test the movements for each player.  
STANDARD BASES  
On the underside of the player bases you will  
notice backward slanted “legswhich help  
control the forward motion of the player. Your  
player’s speed may be altered by slanting the  
legs toward the front or the back of the base.  
DIRECTION ADJUSTMENT  
1.  
Forward—Player will move straight if  
the legs on wheel are in forward position.  
(Each player base will have slightly  
different characteristics. Test your bases  
before playing to determine which bases  
are best suited to each position.)  
These bases are molded with the legs set in a  
position that will cause the players to move  
in a forward direction. There is no assembly  
required for these bases. Players may brush the  
“legsprior to any play, but should not be cut,  
broken, or added to in any way.  
2.  
3.  
Right Turn—Slight right turn makes your  
player move in wide arc to the right. The  
more you turn the wheel, the tighter your  
player’s turn will be.  
Left Turn—Slight left turn makes player  
move in wide arc to the left. The more  
you turn the wheel, the tighter your  
player’s turn will be.  
360° CONTROL BASES  
These bases have two parts: a player base with  
a set of “legsmolded in the rear and a 360°  
control wheel. The 360° control wheel has  
front legs that let you control the movement  
of the player. Turning the wheel allows you to  
direct each player to move in the direction you  
want. The degree of turn is determined by the  
amount the wheel is turned. Use these players  
to run the routes and patterns that you will  
need to march down the field.  
To evaluate your team and set up your bases,  
turn the vibration on low, allowing your play-  
ers to move in a smooth, even manner. Next,  
place one player at a time on the goal line,  
between the hash marks, facing the other goal  
line, and observe its movements.  
To get a player to run straight, pick him up  
every time he turns and adjust the wheel,  
very slightly, in the opposite direction he ran.  
Repeat until he can run from one goal to the  
other without going out of bounds.  
360° CONTROL BASE ASSEMBLY  
1.Insert wheel into one slot of base as shown.  
2.Place the hole of the wheel over stud.  
3.Press down to snap steering wheel in place.  
MULTIFUNCTION QUARTERBACK  
Your Multi-Function Quarterback may kick,  
pass or run depending on the situation.  
5
 
Kicking  
These sculpted players are molded in five  
distinct poses. Each player’s base is marked  
with one of the codes as shown in the image.  
These players may be assigned to any position  
on your team, but as a guideline, the following  
positions are best suited to your player types:  
1.  
2.  
Pull the kicking leg back until it snaps  
behind the “tee.  
Slide the split foam ball on the tee. Do  
not put the ball on the tee too tightly. It  
should rest lightly for best kicking results.  
Hold the handle between your thumb  
and middle finger. Pull the hand back  
with your forefinger until the kicking leg  
releases.  
3.  
OL  
Offensive Linemen (Guards, Center, Tackles),  
Defensive Ends, Defensive Linemen  
RB1  
Passing  
Running Backs, Fullbacks, Linebackers, Safeties  
1.  
2.  
Slide the split ball onto the passing hand,  
with the split toward the back.  
Hold the handle between your thumb  
and middle finger.  
RB2  
Running Backs, Fullbacks, Linebackers, Safeties  
WR1  
3.  
4.  
Aim your QB’s throwing arm.  
Wide Receiver, Tight Ends, Defensive Backs  
Pull the passing hand back with your  
forefinger. Let your finger slide off quickly  
in order to release the ball.  
WR2  
Wide Receiver, Tight Ends, Defensive Backs  
ELIGIBLE RECEIVERS  
KICKING AND PASSING  
If you choose to line up an OL player in  
an eligible receiver position (any posi-  
tion other than the middle 5 linemen),  
you should announce that your OL is  
eligible. Otherwise, you may be  
When you are using the Multi-Function  
Quarterback, move one of your offensive  
backs off the field.  
penalized for illegal touching.  
POSITION PLAYERS  
DEFINITIONS  
FIRST DOWN  
The offensive team is allowed four downs in  
which to gain ten yards.  
RB 1  
OL  
RB 2  
TACKLE  
The ball carrier is down (tackled) when an  
opposing player touches his base. The ball is  
downed at the point on the field directly under  
the forward point of the ball carrier’s base.  
If the ball carrier turns and moves towards  
his own goal line, play stops and the ball is  
downed at the point at which he turned.  
WR 1  
WR 2  
6
 
OUT OF BOUNDS  
VIBRATING FOOTBALL METHODS  
Standard  
If any portion of the ball carrier’s base touches  
the sideline or frame of the playing field, he is  
out of bounds and play stops. Play resumes on  
the next down where the ball went out.  
The standard method to play vibrating football  
is to have all players set up to move without  
turning. Each player will move in the direction  
he is facing. The offense should try to set up  
the offensive line to block for the back he  
chooses to run. The defense’s strategy is to set  
up his players to be in a position to “tackle”  
the chosen ball carrier, after observing the set  
position of the offensive line and the positions  
of the backs.  
FUMBLE  
If the ball carrier loses the ball for any reason,  
it is considered a fumble. The first player to  
touch the ball after it hits the playing field (in-  
cluding the player that dropped it) gains pos-  
session. Play is stopped and the ball is placed  
at the point at which the ball is recovered.  
Professional  
TOUCHBACK  
The professional method uses all the running  
patterns made possible by the 360° Control  
Bases. You can replicate the play patterns of  
real football more accurately, since the offense  
and defense can set each of their players to go  
in any direction they choose. Since there is no  
way of knowing how the opponent’s players  
will move before the switch is turned on, a  
higher degree of ingenuity and anticipation  
will be required to win.  
A touchback occurs when the ball is kicked  
into the opponent’s end zone or when a pass  
is intercepted by a defensive player in his own  
end zone and he chooses not to run the ball  
out. The defense then puts the ball into play at  
the center of the field on the 20-yard line.  
TOUCHDOWN  
A touchdown is scored when any part of a ball  
carrier’s base crosses the opponent’s goal line,  
or when a fumble is recovered by the defense  
in the opponent’s end zone.  
GETTING STARTED  
COIN TOSS  
The game begins with the opening coin toss.  
Players must flip a coin to decide who will kick  
off. One player should call ‘Headsor ‘Tails’  
while the coin is in the air. The player that wins  
the coin toss may elect to kick off or receive  
the ball to start the game. The player who  
loses the coin toss may choose which goal  
they will face to begin the game. The team  
that receives the kick to open the game will  
kick off to start the 2nd half.  
SAFETY  
A safety is called when a ball carrier is tackled  
behind his own goal line or when a player  
recovers a fumble behind his own goal line.  
Two points are awarded to the defense. Play  
is restarted when the team that was scored  
against kicks off from their own 20-yard line.  
REFEREE  
Before the game begins, players should  
determine which team each player will control.  
Players should also discuss and determine the  
game length, game rules, and speed control  
they will be using.  
The referee should handle the First-Down  
Chains and Scrimmage Marker, operate the  
scoreboard, and handle any regular game  
duties. If there is no referee, the defensive  
player should handle the play counter and  
scoreboard.  
7
 
KICKOFF  
Regular Rules  
Kickoffs are made from the 35-yard line at  
the beginning of the game, at the start of the  
second half, and after the conversion attempt  
following each touchdown. After the conver-  
sion attempt, the scoring team must kick off to  
the opponent.  
All bases are adjusted to run straight ahead,  
and may not be changed.  
1.  
The offense is set up using a seven man  
line and any backfield formation, such  
as a “T, single or double wing, or pro-set.  
The defensive team is set up in any  
desired formation.  
2.  
3.  
4.  
Players should be lined up behind the spot of  
the ball. The kicker is placed on the 35-yard  
line. The ball may be kicked to any part of the  
field, but must travel at least 10 yards beyond  
the spot of the kick.  
The offensive linemen are given their  
blocking angles.  
The defensive team players are turned to  
the desired direction: slant-left,  
slant-right, etc.  
The figure nearest the spot where the ball hits  
on the fly becomes the ball carrier. This figure  
should be given the ball, placed where the ball  
hit, and then pointed in any desired direction.  
The vibration is turned on and the ball carrier  
runs until he is tackled, runs out of bounds,  
reverses direction, fumbles or scores.  
5.  
The ball is placed under the selected ball  
carrier’s arm, or on the quarterback’s  
hand or tee.  
The offensive backs may then be pointed  
in any direction.  
6.  
7.  
The vibration is turned on and the play  
develops.  
If the ball is kicked out of bounds, the receiv-  
ing player may make kicking team kick off  
again with a 5-yard penalty, or may choose to  
accept the kick. If the kick is accepted, the ball  
is put into play at the inbounds marker on the  
yard line at which the ball went out of bounds.  
The game resumes and the receiving team  
takes over on offense, 1st and 10.  
Professional Rules  
Each team may use up to seven 360° Control  
Bases. These can be adjusted in any manner.  
1.  
2.  
3.  
4.  
5.  
The offense should set each player’s 360°  
Control Base to run the desired pattern.  
The offense may then set the team up in  
the desired offensive formation.  
The defense should set each player’s 360°  
Control Base to run the desired pattern.  
The defense may then set the team up in  
the desired defensive formation.  
The ball is placed under the selected ball  
carrier’s arm or on the quarterback’s  
hand or tee. However, in this case, only  
the ball carrier may be pointed in a new  
direction.  
PLAY FROM SCRIMMAGE  
The forward point of the base of the ball car-  
rier is considered the ball location, and will  
become the line of scrimmage. On plays from  
scrimmage, the offensive and defensive lines  
must be at least half of a base apart, equally  
distant from the line of scrimmage. If any  
player is forward of this point at the time the  
vibration is turned on, the team is flagged for  
an offsides penalty (see Penalties on page 10).  
6.  
The vibration is turned on and the play  
develops.  
When setting up your teams for a play from  
scrimmage, a sequence must be observed.  
This sequence depends on the set of rules you  
decide to use before beginning the game.  
To simplify and speed up the game, it is a good  
idea to preset many of the bases and assign  
each one to a player type. This enables you to  
set up plays quickly by moving each player  
into the position you want for a particular play.  
8
 
FORWARD PASS  
pick it up and run. If the ball falls on the field  
and no player touches it, the player closest to  
the ball (offense or defense) has recovered the  
fumble and may return it.  
Once the offensive player touches the quar-  
terback during the play he must attempt to  
pass or kick. The quarterback may be manually  
faded back or to the side, but may not be  
moved forward. The passer may not fade back  
more than 30 yards from the line of scrimmage  
or the ball is considered downed at that point.  
PUNT  
It is usually wise to punt on fourth down  
unless the offense is within 30 yards of the  
opponent’s goal line. The kick is made with the  
vibration on. After the kick, the defensive man  
nearest to where the ball hit becomes the ball  
carrier. The field is turned off the moment the  
ball touches the field.  
If a defensive man moves “behindthe quar-  
terback before the pass is released, the passer  
is under pressure, and must pass immediately.  
The vibration should be turned off, and the  
pass must be thrown. The offense is allowed  
time to find a receiver and aim the pass, but  
the quarterback must remain stationary at his  
place on the field.  
The ball is placed under the arm of the  
receiver, and the receiver may be aimed in the  
desired direction. No other players on the field  
may be moved. When the ball carrier is set,  
the vibration is turned back on and the return  
is made until the player is tackled, runs out of  
bounds, or scores a touchdown.  
COMPLETED FORWARD PASS  
If the ball hits an eligible receiver (in the air  
or on the ground) the pass is completed, the  
switch turned on, and play continues with that  
man as the ball carrier.  
In the event the defense does not have a  
man at least thirty yards behind the line of  
scrimmage, a punt return is prohibited. The  
receiving team must then put the ball into play  
at the point at which the ball has come to rest.  
INCOMPLETE FORWARD PASS  
If the ball does not hit an eligible receiver, the  
pass is incomplete and play is resumed at the  
line of scrimmage on the next down.  
CONVERSION ATTEMPTS  
After a touchdown is scored, the scoring team  
attempts a conversion by putting the ball into  
play at the two-yard line. The scoring team  
may attempt an extra point with a placekick,  
or a try to run or pass for a 2-point conversion.  
INTERCEPTION  
If the ball hits any defensive player, the pass  
has been intercepted. The ball should be  
placed in the arms of the defensive player  
and the vibration should be turned on. Play  
continues with that man as ball carrier.  
If an extra point is attempted, the two teams  
line up as in a play from scrimmage. The ball  
is placed on the kicking tee, the vibration is  
turned on and the kick is attempted. The ball  
must be kicked over the crossbar of the goal  
posts and between the uprights.  
PITCHOUTS AND LATERALS  
To execute a pitch-out or lateral, the offense  
passes the ball to a teammate behind the line  
of scrimmage. If the ball touches any offensive  
player, (on the fly or on the ground), the  
FIELD GOAL  
pitch-out is caught and the play is continued.  
If the ball touches a defensive player first, it  
is considered fumbled and the defense may  
A field goal may not be attempted behind the  
offense’s 45-yard line. The same procedure is  
followed as in placekicking.  
9
 
3RD QUARTER:  
PENALTIES  
OFFSIDES  
The 2nd Half begins with a kickoff. The team  
that received the opening kickoff must kick off  
to begin the 3rd quarter.  
The team against which the penalty was made  
has the option of accepting or declining the  
penalty. If the penalty is accepted, the offend-  
ing team is penalized 5 yards, and the down is  
repeated. If the penalty is declined, the result  
of the play stands and the ball is put into play  
at the yard line at which the play stopped. The  
down advances as normal.  
4TH QUARTER:  
This is the final quarter of regulation, so pay  
attention to the score and plan your play  
accordingly. The fourth quarter begins as the  
second quarter, with the offense and defense  
swapping goals.  
INELIGIBLE RECEIVERS  
END OF THE GAME  
If a forward pass hits an ineligible receiver (of-  
fensive tackle, guard, or center), the offensive  
team is called for illegal touching and is penal-  
ized 15 yards from the line of scrimmage and  
play is resumed on the next down.  
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 over-  
time period will be equal to the length of the  
quarters you decided on before the game.  
SCORING VALUES  
Touchdown  
Field Goal  
Safety  
Extra Point after TD  
2-Point Conversion  
6 pts  
3 pts  
2 pts  
1 pt  
The first team to score wins. If neither team is  
able to score by the end of the overtime pe-  
riod, a second overtime period is played. This  
is continued until one team is able to score  
and win the game.  
2 pts  
OVERTIME RULES  
GAME BREAKDOWN  
The overtime period is played following the  
same rules as the regulation game. The over-  
time period begins with a coin toss, following  
the same rules as those that began the game.  
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 Vibrating  
Football:  
If a second overtime period is required, the  
team that received the kickoff to start the first  
overtime must kick off to begin the second  
overtime. Teams will continue alternating the  
overtime kickoff until one team wins.  
1ST QUARTER:  
Play begins with the opening Coin Toss and  
the ensuing Opening Kickoff.  
Quarter Length: A quarter consists of  
30 plays. For a faster game, the number  
of plays per quarter may be reduced.  
Players must agree to the quarter length  
before the game begins.  
2ND QUARTER:  
Teams switch end zones at the start of the  
second quarter and play continues at the op-  
posite end of the field. The team that has the  
ball retains possession and continues its drive.  
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.  
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.  
11  
 
Excalibur Electronics, Inc.  
13755 SW 119th Avenue  
Miami, Florida 33186  
Phone: 305.477.8080  
Fax: 305.477.9516  
Visit us @  
Excalibur Electronics, Inc reserves the right to make  
continuing improvements. Features and functions may  
not operate exactly as described.  
NF-07 (MA) NFL Vibrating Football 082707  
 

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