Excalibur electronic Games NF 05 User Manual

USER’S GUIDE:  
GAMEBREAKER TRIVIA CHALLENGE  
MODEL NO.: NF-05  
 
OBJECT OF THE GAME  
GETTING STARTED  
The rules of the game are based on NFL  
football rules. The object of the game is to  
move the ball down the field to score points.  
The team with the most points at the end of a  
4-quarter game (plus sudden-death overtime  
if necessary) is the winner.  
NUMBER OF PLAYERS  
Just like in real football, NFL GameBreaker  
Trivia is played with two teams, Home and  
Away. NFL GameBreaker Trivia is recommend-  
ed for 2 to 8 players, but you can play with as  
many people as you like.  
On offense, teams must answer trivia ques-  
tions to move the ball down the field. Just like  
in real football, teams have four (4) downs  
in which to gain 10 yards. If successful, the  
offensive team is awarded a new set of downs,  
and may continue driving down the field. If  
unsuccessful, the offense must turn the ball  
over to the other team.  
2-Player Games  
Playing with two players is easy—you are the  
team! In a one-on-one game, players should  
simply choose who will represent Home and  
Away.  
Multiple-Player Games  
On defense, teams must attempt to slow or  
stop the progress of the offense by playing the  
correct Defense Card. Defense cards impact  
the result of the offense’s play. If the defense  
chooses well, the offense will gain fewer yards.  
If the defense chooses poorly, the offense will  
benefit by receiving extra yardage.  
Choosing Teams  
Teams may have any number of players on  
them. For most games it is recommended that  
each team have the same number of players.  
However, depending on the number of players  
who are participating and their skill levels, you  
may decide to assign an uneven amount of  
players to the teams.  
Kickoffs, punts, field goals, fumbles, inter-  
ceptions, safeties, extra points, and 2-point  
conversions are all a part of the game. You’ll  
have to master every facet of the game if you  
want to come out on top!  
Note: How each team is selected is up to  
you, but the easiest method is to choose two  
players who will pick teams. Those two players  
should take turns drafting teammates until all  
players have been chosen.  
Team Captains  
For larger games (more than 2 players), each  
team should select a Team Captain. The  
Team Captain is responsible for reading the  
questions while on Defense, and for giving his  
team’s final answer when answering questions  
on Offense. Team Captains may be changed at  
any time during the game, and you may assign  
more than one Team Captain. Be sure that the  
team’s final answer is announced by one of the  
Team Captains in order to avoid confusion.  
“Nobody in foot-  
ball should be  
called a genius. A  
genius is a guy like  
Norman Einstein.”  
—Joe Theismann  
3
 
CARD LAYOUTS  
TRIVIA CARDS  
Question  
Multiple Choice  
Answers  
Question Type  
Correct Answer  
Highlighted in Yellow  
Play Result  
DEFENSE CARDS  
GAMEBREAKER CARD  
Defensive  
Play Call  
Offensive  
Play Calls  
Defensive  
Effect  
KICKING CARDS  
NFL Team  
(Questions relate  
to this team)  
Field Goal  
Questions  
Extra Point  
Question  
2-Point  
Conversion Question  
4
 
BOARD SETUP  
LENGTH OF THE GAME  
Before the game, all cards should be shuffled  
and placed face-down in the locations marked  
on the game board.  
There are two ways todetermine the length of  
your game: Play Limited and Time Limited.  
Play Limited  
• Trivia Cards should be shuffled and placed  
face down in the location marked on the  
board.  
Length of the game is determined by the total  
number of plays in a quarter. Teams may agree  
to any length of game, but standard game  
lengths are recommended below:  
• Penalty Cards should be shuffled into the  
same pile as the Trivia Cards.  
• Short – 10 plays per quarter  
• Medium – 15 plays per quarter  
• Long – 20 plays per quarter  
• Kicking Cards should be shuffled and placed  
face down in the location marked on the  
board.  
Time Limited  
• Defense Cards should be placed on the  
board, or may be presented to the Team Cap-  
tain who will be responsible for selecting the  
defensive plays.  
Length of game is determined by time. Teams  
may agree to any length of game, but standard  
game lengths are recommended below:  
• The Special Teams Spinners may be placed  
on the board (but not the field), or any other  
convenient location.  
• Short – 5 minutes per quarter  
• Medium – 10 minutes per quarter  
• Long – 15 minutes per quarter  
PLAY CLOCK  
The Play Clock countdown begins as soon as  
the question has been read in its entirety. The  
Sand Timer will act as your Play Clock. You  
have 30 seconds to answer each question. The  
Play Clock is optional, but is highly recom-  
• Football Game Piece should be placed at mid- mended when playing a Time-Limited Game.  
field until you have determined who will kick  
CLOCKSTHE SPIRIT OF THE RULE  
off to start the game. This will move up and  
The Play Clock, Game Clock, and Delay of  
Game Penalties, are intended to regulate  
a competitive game of NFL GameBreaker  
Trivia. They should not make it difficult  
to enjoy a casual game between friends.  
For casual games, you may choose to  
eliminate the Play Clock and the Delay of  
Game Penalties.  
down the field to show the ball location.  
• First-Down Marker should be placed on  
the sideline of the field. This will be moved  
up and down the field to indicate the line of  
scrimmage and the first-down line. It should  
be moved whenever a new set of downs is  
awarded.  
For highly competitive games, you will  
want to follow the rules to the letter. Make  
sure all players agree on the Clock Rules  
before you begin play.  
• Sand Timer may be placed on the board (but  
not the field), or any other convenient location.  
5
 
TIME OUTS  
• When the question is answered (correctly or  
incorrectly), the card should be placed at the  
bottom of the deck.  
Time Outs are important in a Time-Limited  
Game. When a Time Out is called, it should  
stop the Game Clock and should reset the Play  
Clock. For a standard game, each team should  
be limited to 3 Time Outs per half.  
• Only the designated Offensive Team Captain  
can provide the final answer.  
* In the case of a GameBreaker (see page 9  
for explanation), the Offensive Team Captain  
should draw a card from the top of the deck  
and read the appropriate question to the  
Defensive team.  
DEFENSIVE DELAY OF GAME  
The Defense should play its Defense Card  
within 10 seconds from the end of the previ-  
ous play. If the Defense fails to make its play,  
it can be called for a Defensive Delay of Game  
penalty. A Delay of Game penalty automatical-  
ly stops the clock and the Offense is awarded  
5 yards.  
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-  
Breaker Trivia:  
OFFENSIVE DELAY OF GAME  
The Offense should answer the question  
within the 30 seconds provided by the Play  
Clock. If the Offense fails to answer within 30  
seconds, it is considered an Offensive Delay of  
Game, and results in a loss of down.  
1ST QUARTER:  
Play begins with the opening Coin Toss and  
the ensuing Opening Kickoff.  
ASKING AND ANSWERING  
QUESTIONS  
Coin Toss  
The game begins with an opening Coin Toss.  
The Away Team Captain should calls ‘Headsor  
Tailswhile the coin is in the air. The winner of  
the Coin Toss may elect to kick or receive.  
Following the correct procedure for asking and  
answering questions is important. You’re the  
coach—you don’t want to tip your hand. For  
a normal offensive play (not Special Teams),  
follow the steps below:  
Opening Kickoff  
The kicking team–as determined by the open-  
ing Coin Toss–starts the game with a kickoff.  
• The Defensive Team Captain selects a Defense The Football Game Piece should be placed at  
Card and places it FACE DOWN on the Game  
Board.  
the 30-yard line of the kicking team. Rules for  
the kickoff are outlined in the Special Teams  
section of this manual on page 9.  
• The Offensive Team Captain selects the play  
for the offense and announces it out loud.  
2ND QUARTER:  
The team that has the ball retains possession  
and continues its drive. For authenticity, you  
may choose to switch sides of the field and  
head for the opposite end zone, but this is  
optional. 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.  
• The Defensive Team Captain flips the Defen-  
sive Card over to reveal the defense’s play.  
• The Defensive Team Captain draws the top  
card from the card deck and reads the appro-  
priate question to the Offensive team.*  
6
 
HALFTIME:  
If a second overtime period is required, the  
team that kicked to start the first overtime  
should receive the ball to start the second.  
Continue alternating the overtime kickoff until  
one team wins the game.  
This is a great time to get snacks, refill drinks,  
or study up on Super Bowl-winning QBs!  
3RD QUARTER:  
OFFENSE  
The 2nd Half begins with a kickoff. The team  
that received the ball to start the game must  
kick off to start the 2nd half. The Football  
Game Piece should be placed at the 30-yard  
line of the kicking team.  
The offensive team must try to work its way  
down the field by answering trivia questions  
correctly. The offensive team can choose be-  
tween 4 play types, each of which correspond  
it a level of difficulty. The offense should  
choose plays according to their level of NFL  
expertise, as well as their position on the field.  
4TH QUARTER:  
This is the final quarter of regulation, so pay  
attention to the score and plan your play ac-  
cordingly. 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  
call Long Passes and Big Plays. If you’ve saved  
your GameBreakers, now is a good time to use  
them.  
OFFENSIVE PLAYS  
Run  
Running plays are the easiest questions, and  
result in gains between 5 and 10 yards  
Short Pass  
Short pass plays are intermediate questions  
and result in gains between 10 and 20 yards  
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 over-  
time period should be equal to the length of  
the quarters you decided on at the beginning  
of the game.  
Long Pass  
Long pass plays are difficult questions and  
result in gains between 20 and 30 yards.  
Big Play  
Big plays are the most explosive plays in the  
game, and result in gains between 30 and 60  
yards. These questions are especially challeng-  
ing, since there are no multiple-choice answers  
to help you.  
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.  
PLAY RESULTS  
The play result is displayed on the trivia card  
underneath the answer. As you will see, this  
result may be affected by the Defensive play  
call, but a correct answer will never result in  
a loss of yards. Incorrect answers result in 0  
yards gained and a loss of down.  
OVERTIME RULES  
Teams should flip a coin at the beginning of  
the first overtime period. The Away team  
should call ‘Headsor ‘Tailswhile the coin is  
in the air. The team that wins the coin toss  
may elect to kick off or receive. The overtime  
period is played following the same rules as  
the regulation game.  
7
 
FIRST AND TEN  
The defense should try to predict the offensive  
play call. Choose wisely and you will reduce  
the number of yards the offense can gain.  
Choose poorly and the offense will rack up  
extra yardage.  
The offense has 4 plays to gain 10 yards and  
earn a new set of downs. When the offense  
successfully gains 10 yards within those  
plays, a new set of downs is awarded, and the  
offense continues play on 1st down, with 10  
yards to go. If the offense is unable to gain  
10 yards in 4 plays, the result is a turnover on  
downs.  
Let’s take a look at the standard defense cards  
first. The Defense will select a Defense card  
and place it FACE DOWN on the board before  
the offense chooses its play. Once the offense  
announces which play they want to run, the  
Defense card should be flipped over. The  
Defense card shows how the defensive play  
affects each offensive play type. If the Defense  
predicts a Run, for example, and the offense  
calls a Run, the offense’s gain is reduced. If  
the Defense plays a Big Play Defense card and  
the offense calls a run, the offense’s gain is  
dramatically increased.  
FOURTH DOWN  
The offensive team has the option to either  
punt or kick a field goal on 4th down if they  
will be unable to make a first down on their  
4th down play. (See Special Teams on page 9).  
DEFENSE  
Playing Defense is all about making the right  
call at the right time. The defensive team’s call  
will affect the offensive team’s results either  
positively or negatively.  
Example 1:  
Offense calls: Short Pass  
Defense calls: Short Pass  
[Offense answers question correctly]  
Play result: Tight End Cross = 11 yards  
Short Pass vs. Short Pass = -5 yards  
Final result: Offense gains 6 yards on the pass  
DEFENSE CARDS  
Each team receives 5 Defense cards, which  
includes four standard defenses which cor-  
respond to the four offensive plays (Run, Short  
Pass, Long Pass, Big Play), plus the GameBreak-  
er card. The GameBreaker is a special card that  
creates the opportunity for a game-changing  
turnover. The GameBreaker card is explained  
in detail on page 9.  
Example 2:  
Offense calls: Run  
Defense calls: Long Pass  
[Offense answers question correctly]  
Play result: Halfback Draw = 6 yards  
Long Pass vs. Run = +10 yards)  
Final result: Offense gains 16 yards on the run  
Remember: If the offense answers their ques-  
tion incorrectly, the result of the play is 0 yards  
and a loss of down. The defensive play call  
DOES NOT affect this result.  
IMPORTANT NOTE  
It is the responsibility of the Offense to  
make sure that the defense is set before the  
play is announced. If the offense announc-  
es its play call before the defense is set, the  
Defense may simply choose the defense  
that will achieve the desired result.  
8
 
GAMEBREAKER!  
The GameBreaker can be played any time a  
team is on defense. Once a team has played  
the GameBreaker card 3 times (for standard  
games), it is removed from the defensive deck  
and cannot be played again.  
The GameBreaker card provides the Defense  
an opportunity to cause a turnover. If the  
defense chooses to play a GameBreaker card, it  
is placed face down on the board, just like any  
other defensive play. As soon as the offense  
announces its play, the defensive team flips  
the card over to reveal the card, and should  
shout “GameBreaker!to announce the play.  
SPECIAL TEAMS  
KICKOFFS  
The first play of each half of the game is a Kick-  
off. The team that wins the coin toss may elect  
to receive the kickoff at the start of the game,  
or defer to the second half.  
When a team successfully completes a scoring  
drive, they give the ball back to the other team  
by running a Kickoff.  
Each team may use the GameBreaker card up  
to 3 times in a standard game  
Kickoff Rules  
When the defense plays a GameBreaker card,  
they must answer the question that would  
have been answered by the offense. If the  
offense chose a Short Pass play, the defense  
must try to answer a Short Pass question.  
The ball is kicked off from the 30-yard line.  
To kick the ball off, the kicking team should  
flick the left spinner to determine how deep  
the kick will be fielded. Kickoffs will be fielded  
on the 15, 10, or 5-yard line, on the goal line, or  
5 yards deep in the end zone.  
If the defense answers the question correctly,  
the result is a turnover. The defense gains pos-  
session, and advances the ball the number of  
yards that is marked on the card.  
To return the kick, the receiving team must  
flick the right spinner to determine the length  
of the return. The return yardage is marked on  
the spinner, and should be added to the spot  
where the ball was fielded.  
Example:  
Offense at their 40-yard line  
Offense calls: Long Pass  
Defense calls: GameBreaker  
Example:  
[Defense answers question correctly]  
Play result: Wide Receiver Slant = 23 yards  
Final result: Interception! Defense returns the  
ball 23 yards to the opponent’s 17-yard line  
Kickoff to: -5 (5 yards deep in the end zone)  
Return for: 35 yards  
Result: Offense takes over on the 30-yard line.  
Touchbacks  
If the defense answers the GameBreaker  
question incorrectly, the offense is awarded  
the results of a successful play. If the defense  
provides the wrong answer to a Short Pass  
GameBreaker, the offense gains the yardage  
marked on the card for a successful Short Pass.  
If the ball is kicked into the end zone, the  
receiving team may elect to allow a touch-  
back, and start their next offensive series on  
the 20-yard line. The receiving team should  
announce “Touchbackand should not flick  
the spinner.  
9
 
Onside Kicks  
If the ball is punted into the end zone and the  
receiving team calls for a Fair Catch, the result  
of the play is a Touchback and the offense  
takes over on its own 20-yard line.  
An Onside Kick is a special kickoff in which the  
ball is kicked a shorter distance than normal in  
order for the kicking team to attempt to regain  
possession of the ball.  
If the result of the punt is that the game piece  
moves deeper than 10 yards past the goal line,  
the ball has traveled through the end zone and  
there can be no return. The result of the play is  
a Touchback and the offense takes over on its  
own 20-yard line.  
In NFL GameBreaker Trivia, the kicking team  
must announce that they will be attempting  
an Onside Kick before the left spinner has  
been flicked. Refer to the outer ring on the  
spinner to determine if the Onside Kick has  
been a success. The team that recovers the  
ball will begin their next drive at the 50-yard  
line.  
FIELD GOALS  
If the offense stalls inside of its opponent’s 45-  
yard line, the offense may attempt a Field Goal.  
PUNTS  
To attempt a Field Goal, the offense should  
announce that it is kicking a Field Goal and will  
be asked a question from the Kicking Cards  
deck.  
When the offense fails to gain 10 yards in its  
first 3 plays, they may elect to punt the ball  
on 4th down, rather than running a play and  
risking a turnover on downs. To punt the ball,  
the offense must announce “Punt, then flick  
the spinner on the left to determine the length  
of their punt.  
The difficulty of the Field Goal question is de-  
termined by the line of scrimmage. To make it  
easy to determine the length of your kick, the  
field is divided into color-coded Kicking Zones.  
Look at your line of scrimmage and determine  
your Kicking Zone. The Defense should read  
the question on the card that corresponds to  
the appropriate Kicking Zone.  
The punt occurs 7 yards behind the line of  
scrimmage. The game piece should be moved  
7 yards behind the line of scrimmage prior to  
kicking the punt. Once the spinner is flicked  
and the punt is kicked, the game piece should  
be moved down the field the number of yards  
indicated on the spinner.  
The receiving team then has the opportunity  
to return the punt. The receiving team must  
flick the right spinner to determine the length  
of the return. The game piece is then moved  
the number of yards indicated on the return  
spinner.  
Fair Catch  
The receiving team has the option of calling  
for a Fair Catch if they do not want to attempt  
a return. This should be called following the  
punt. The receiving team should not flick the  
right spinner if a Fair Catch is called.  
Remember, the further you are from the end  
zone, the more difficult your kick (question)  
will be.  
10  
 
After the Kick  
GAME VARIATIONS  
When a Field Goal is successful, the successful  
team must kick off to the opposing team. See  
page 9 for Kickoff Rules.  
NFL GameBreaker Trivia can also be adapted  
to any number of mini-games and short chal-  
lenges. Players are encouraged to come up  
with their own rules, but here are a few games  
you might have fun trying:  
When a Field Goal is unsuccessful, the team  
that was on Defense takes possession of the  
ball at the spot of the kick, which is 7 yards  
behind the previous line of scrimmage.  
MINICAMP  
Training Camp is the best time to practice the  
skills you’ll need in the regular season. These  
are non-contact drills, so you can put the  
Defense Cards away.* Your challenge is to work  
your way down the field answering only one  
type of question, starting at the 20-yard line.  
Extra Points and 2-Point Conversions  
After the offense scores a Touchdown, they  
may attempt an Extra Point or a 2-Point Con-  
version. The Offense must announce whether  
they are trying for an Extra Point or a 2-Point  
Conversion immediately following the touch-  
down. To attempt an Extra Point or a 2-Point  
Conversion, the question will be read by the  
defense from the Kicking Cards deck.  
Just like in real football, you need to keep mak-  
ing first downs to keep your drive alive. If your  
drive fails, it’s your opponent’s turn to take the  
field. Each team has five possessions—the  
player who can score the most touchdowns in  
those 5 possessions is the winner.  
Extra Point attempts are Easy questions and  
are worth 1 point, bringing the point total  
from the touchdown drive to 7. Two-Point  
Conversion attempts are Medium difficulty.  
* GameBreaker! You may not be lining up  
against a defense, but that doesn’t mean  
you have a clear path to the end zone. The  
GameBreaker card can be used one time per  
possession by the player who is reading the  
questions. If the GameBreaker is thrown,  
the offense will not receive multiple-choice  
answers on the next question.  
Whether or not the attempt is successful, Extra  
Point and 2-Point Conversion attempts are fol-  
lowed by a Kickoff to the opposing team.  
PENALTIES  
Penalty cards are mixed in with normal trivia  
cards. When a Penalty card is drawn, the of-  
fense is assessed a penalty according to the  
guidelines on the card itself. As with normal  
Trivia Cards, Penalty Cards should be placed at  
the bottom of the deck after they are assessed.  
Running Mini-Camp  
This is an important drill for rookie-level play-  
ers. Try to score a touchdown on each drive  
answering only Running questions. If both  
teams score each time, you’re ready for a more  
difficult challenge. The team that finds the end  
zone most in 5 possessions wins.  
Short Passing Mini-Camp  
This is a good game for veteran players, which  
follows the same rules as the Running Game  
drill. Complete Short Passes in order to score  
touchdowns. Most TDs in 5 possessions is the  
winner!  
11  
 
Long Passing Mini-Camp  
THE RED ZONE  
If you’re a trivia Pro Bowler, this is the drill for  
you! Complete Long Passes to drive the ball  
down the field and score touchdowns. The  
player who scores the most touchdowns in 5  
possessions is the winner.  
Yards get tougher to come by in the Red Zone,  
those final, perilous 20 yards before the end  
zone. The Red Zone challenge game will test  
your skill in this hotly contested area. Flip a  
coin to see who will go first; players will alter-  
nate turns. The challenge is to score as many  
points as possible when starting from the  
20-yard line. The player who scores the most  
points in 5 possessions is the winner.  
2MINUTE DRILL  
This is strictly a practice drill. Place your game  
piece at your own 20-yard line, take a look at  
the clock and GO! You have two minutes to try  
to score, and only one time out. Your training  
partner should read questions as quickly as  
possible so that you can work your way to the  
end zone. No defense in this drill; it’s just you  
and the questions. If time is winding down,  
stop the clock and kick a field goal. You need  
to score, but 6 points are twice as good as 3!  
Tough Yards  
Yards are hard to come by in the Red Zone—  
twice as hard. For any play that the offense  
runs, divide their gain in half. The good news  
is, this is the only way the defense will affect  
the game. Defense Cards are not used in The  
Red Zone game.  
Scoring Touchdowns  
ROAD TO THE SUPER BOWL  
Unlike in a normal game of GameBreaker  
Trivia, you don’t just have to cross the goal line  
to score a touchdown, you have to stay in the  
end zone. That means you can’t just throw a  
long pass from the 1-yard line and score. You  
must cross the goal line, but if your gain goes  
more than 10 yards into the end zone, you’ve  
gone out of bounds.  
NFL GameBreaker Trivia is a great game to  
play one-on-one, and with larger teams, but if  
you have a big group of friends who love NFL  
football, why not arrange a playoff? The NFL  
playoffs are a single-elimination tournament,  
meaning one loss and you’re out. The last two  
teams standing will face off for the Super Bowl  
(of GameBreaker Trivia, anyway)!  
Scoring Field Goals  
Remember, the goal is to score points. Touch-  
downs are best, but if you’re facing a 4th and  
Goal, you might want to kick a field goal. 3  
points are better than none!  
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.  
“Gentlemen, this is a football.”  
—Vince Lombardi  
12  
 
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.  
13  
 
NOTES  
“Most football teams are temperamental.  
That’s 90% temper and 10% mental.”  
—Doug Plank  
14  
 
NOTES  
“Pro football is like nuclear warfare.  
There are no winners, only survivors.”  
—Frank Gifford  
15  
 
Excalibur Electronics, Inc.  
13755 SW 119th Avenue  
Miami, Florida 33186  
Phone: 305.477.8080  
Fax: 305.477.9516  
Visit us @  
NF-05 (MA) NFL GameBreaker Trivia 082798  
 

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