Tudor Games Electric Football Oficial Rules And Assembly

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Oficial Rules And Assembly
PARENTS PLEASE NOTE: IT IS RECOMMENDED THAT THIS TOY BE PERIODICALLY
EXAMINED FOR ANY FAULTS AND SHOULD NOT BE USED UNTIL REPAIRS ARE MADE.
9/12
110V – 6.00W – 60HZ –AC ONLY
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INTRODUCTION AND ASSEMBLY
2
Welcome to the exciting world of Electric
Football! You now own America's most loved
football game, celebrating more than 50 years of
fun! To better understand your game and learn
how to play, please begin by reading this "Official
Rules" booklet. It will guide you through setup,
explain Electric Football rules, and teach you how
to play real Electric Football.
VIBRATION MAKES THE ACTION HAPPEN!
Let's start at the beginning. When you switch on
the power, electricity makes your Electric
Football field vibrate. This vibration makes your
players move and is accompanied by a buzzing
sound, that buzz is part of the excitement of the
game!
You control the amount of vibration with the
speed control knob located behind the goalpost.
You also control the game with your football
strategy, how you match your bases to your
players, and your creativity.
Just like real football, you’re the coach and you
call the plays, you train your bases to go where
you want them to, and, last but not least, when
the action is happening, you become the player.
LEARN THE BEST STRATEGY TO WIN
Both you and your opponent have a team of
eleven football players. The skill and strategy you
use in setting up your team and your plays will
determine who wins. In the back of this booklet
are some plays to help you get started. Try
running a few and soon you will be inventing
your own.
Tudor Games Electric Football is the only hands
on game that puts you on the field. This game
plays exactly like real football and with practice,
you'll be amazed at how fast you can become a
skillful player. You can even compete with other
coaches in your city or town, or across the
country through many Electric Football leagues.
NOTE:Seedescriptionofpartsonpages3,4and5.
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DESCRIPTION OF PARTS ON YELLOW PLASTIC RUNNER
3
MINUTEWHEEL SECONDWHEEL
FELTWASHER
SPEEDCONTROLKNOB
AUTOMATIC TIMER
Step by Step Assembly
1. Cut or twist off Minute Wheel & Second
Wheel from yellow plastic runner.
2. Place felt washer on shaft of Minute Wheel.
Felt washer (shown below) is found on felt
strip with footballs in small plastic bag.
3. Drop shaft of Second Wheel into hole
provided in the game board (see page 2.)
4. Drop shaft of Minute Wheel into hole
provided in the game board (see page 2.)
Purpose Of Minute Wheel & Second Wheel
1. Just like in real football, the clock regulates
the length of the game.
2. Turn the Minute Wheel so that the 15 is over
the triangular index mark on the game board.
3. Turn the Second Wheel (smaller wheel) so
that the second hand points straight down.
4. Timer will only run when the electric ON/OFF
switch is turned ON.
5. A quarter is over when the dot on the Minute
Wheel moves over the index mark and the
second hand is down. You may prefer to use
a s topwatch or smartphone to keep time.
SPEED CONTROL KNOB (on game board)
Assembly and Purpose
1. Remove Speed Control Knob from the yellow
plastic runner and place on the head of the
boltonthegameboard.Liketheroarofthe
crowd at a real game, Electric Football will
create a buzz when you turn it on!
2. The speed control knob creates vibration
which causes movement of the players and
controls the sound level. If desired, placing a
towel or pa d under the game board will
absorb some of the sound.
3. Turn speed control knob fully right, place a
player with base on field, slowly turn knob to
the left until player moves. By testing each
player, find a level where all players move.
4. Use as little vibration as you need to move
the players at your desired speed.
NOTE: Game is ON only during an active play.
YELLOWPLASTICRUNNER
GOAL
POST
LOCKS
DOWN
MARKER
10YARD
MARKER
GOALPOST
GOALPOST
SCOREBOARDCLIPS
NOTE:PARTSAND
LOCATIONMAY
VARYBYGAME
MODELNUMBER
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DESCRIPTION OF PARTS ON YELLOW PLASTIC RUNNER
NOTE: These parts are replaced with deluxe parts in the model #620 game
4
10 YARD MARKER
Step by Step Assembly
1. Cut 10 Yard Marker from plastic runner, remove
pole with hole for slide from slide s ection.
2. Place section with "chain" into pole.
3. Place suction cups on the end of poles.
Purpose of 10 Yard Marker
1. To keep track of yardage for offense. Offense
has 4 plays to go 10 yards.
2. Placement: for example, s ay after a kickoff play
starts at your 21yard line. You then place the
first pole at the 21 and other pole at the 31.
3. After a play, move the ball marker slide to the
yard mark where play ended. If the offense
made more than 10 yards, move pole location
to that yard line.
DOWN MARKER
Step by Step Assembly
1. Cut Down Marker from plastic runner.
2. Place one suction cup on bottom end.
3. Usingjerseynumbersheetcutnumbers1,2,3,
4fromothernumbersandlabeleachsideattop
withanumberinorder:1,2,3,4.
Purpose of Down Marker
1. It marks the line of scrimmage
after each play, spotting ball location.
2. Turn Down Marker to face players for
the down that next play will be.
Expert Tip For Using 10 Yard Marker
&DownMarker
1. If there are more than two players,
one person can be the referee
and work the chains and Down Marker.
GOAL POSTS (2)
Step by Step Assembly
1. Cut off Goal Posts from
yellow plastic runner.
2. Place a Goal Post in center
of each end zone of game
board and secure with locks.
Purpose of Goal Posts
1. For kicking the extra point
after a touchdown or field goal.
SCOREBOARD CLIPS (2) & SCORING KNOBS (6)
Step by Step Assembly
1. Punch out all cutouts and scoring disks on
scoreboard sheet. (Scoreboard not included
with model #6071)
2. Assemble each knob and scoring disk by
pushing knob through slot in back of disk.
Then push knob through round hole from back
to front of scoreboard. (Cont. next page)
10YARDMARKER
onplasticrunner
GOALPOST
GOALPOST
LOCK
DOWN
MARKER
SUCTION
CUP
CUTHERE,
ROTATE90⁰and
SLIDEONTO
“CHAIN”
BALLMARKER
SLIDE
SUCTIONCUP
SUCTIONCUP
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DESCRIPTION OF PARTS
5
3. Numbers on scoring discs will appear in
hexagon windows.
4. Use scoreboard clips to mount scoreboard to
game board.
TRIPLE THREAT QUARTERBACK (TTQB)
Step by Step Assembly (See diagram below)
1. Cut off body from plastic runner.
2. Twist off the kicking leg from plastic runner.
3. Hold leg at right angle to kicker’s body, insert
peg on leg into hole, a nd press firmly.
NOTE: The foot has a cleat on bottom. This cleat
will lock behind the tee step.
Purpose of TTQB He Can Run, Pass, or Kick!
Passing
1. Place football on passing hand of TTQB. (See
diagram below)
2. To pass, hold the base in hand opposite of
your writing hand. Place thumb and middle
finger on the handle and use your index
finger to aim ball. Then pull back firmly and
let your index finger slide off quickly. The
passing arm will flick forward and the ball will
then fly toward the receiver.
Expert Tips For Passing
1. Push in the middle
of the ball to split the
ends and dampen the
inside of split.
2. Tilt the quarterback
forward.
3. Place the ball loosely
on the passing hand so
that it is parallel with
the field.
4. Flick the ball hard,
but not too hard.
5. Practice to line up:
1. The passing hand
2. The TTQB’s front arm
3. The receiver
Kicking
1. PlacefootballonteeoftheTTQB.(See
diagram below)
2. Snap kicking leg back into tee step lock.
3. By squeezin g back the passing hand, the
kicking leg springs forward sending the
football downfield or through the Goal Post.
Expert Tips For Kicking
1. Place the ball on the kicking tee angled back,
toward the kicker.
2. Angle the kicker’s base up so that the front of
the base is in the air.
3. To kick, place your thumb o ver the passing
hand and kicker’s helmet, then squeeze
down quickly with the thumb, until the leg
snaps free.
4. If your kicker tends to kick to one side, angle
him to opposite side.
5. Straighten leg lever after repeated use.
HOWTOASSEMBLETRIPLETHREATQUARTERBACK(TTQB)
HOWTOPASS
HOWTOKICK
LEVER
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DESCRIPTION OF PLAYERS AND ROOKIE/REGULAR BASES
6
FOOTBALL PLAYER FIGURES
Playerssuppliedinsolidwhiteorred
colorsorprepaintedinsomegames.
ROOKIE/REGULAR BASES
No Assembly Required
NOTE: Detach base from plastic runner and cut or
file off excess plastic so base edges are smooth.
Purpose of Rookie/Regular Bases
1. These bases have legs preset to run forward.
2. These bases are often fast, good for running
backs & receivers.
3. Thesebasescanbe“trained”torundifferent
patterns by gently bending or twisting their
feeler prongs.
Expert Tips For Rookie/Regular Base
1. To gain more strength with rookie/regular
bases, brush the two front outside feeler
prongs forward and the two inner front
prongs backwards.
2. The back feeler prongs can be brushed either
backward and/or forward to make a player
run r ight or left.
3. Brushing fe eler prongs on jeans or other
fabric will limber up the feeler prongs.
ROOKIE/REGULARBASE
FRONT BACK FRONT BACK
ASSEMBLYOF
PLAYERTOBASE
FEELERPRONGS
NOTE: Plastic material has memory so prongs will
resume original molded state o r form after a play.
Methods exist to train your bases to permanently
perform the way you like. See page 14.
NOTE: See Position Chart on Page 12.
PlayerType WhenonDefense WhenonOffense
2TACKLESplay as DefensiveTackles(DT) OffensiveTackles(OT)
2GUARDSplayas DefensiveGuards(DG) OffensiveGuards(OG)
1 GUARD playsas Center(C) Center(C)
2ENDSplayas DefensiveBacks(DB) WideReceivers(WR)
1QB/LBplaysas DefensiveEnd(DE) TightEnd(TE)
1QB/LBplaysas MiddleLinebacker(ML) Quarterback(QB)
2BACKSplayas OutsideLinebackers(OL) RunningBacks(RB)
BASICNUMBERINGSYSTEM
Playerjerseynumbersareprecutandreadytouse.Peeloffand
placethemonthebackandfrontoftheplayer’sjerseys.
119 Quarterbacks 6069Guards
2049 Backs 7079 Tackles
5059 Centers 8089 TE/WR
BACKS (2)QB/LB (2)
TACKLES (2) GUARDS (3)
ENDS (2)
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7
TOTAL TEAM CONTROL (TTC) BASES
Note: TTC bases are not included with the #6071 game
TOTAL TEAM CONTROL™ (TTC) BASES
NOTE: Detach Base from plastic runner, and cut
or file off excess plastic so base edge is smooth.
Step by Step Assembly
1. Insert TTC wheel into each slot on either side
of base, as shown below.
2. Press the hole of TTC wh eel over the stud in
base.
3. Press down to snap the TTC wheel into place.
Purpose of TTC Bases
1. Allows you to control the direction of the
player.
1. Left: turn wheel to left.
2. Right: turn wheel to right.
3. Forward: set feeler prongs in wheel
in line with base feeler prongs.
2. With practice you can run sweeps, traps or
slants, and fool your opponent!
3. You can preset each player to move in the
direction you want.
4. When you line up your offensive line, it looks
like the bases will go straight ahead BUT only
you know which direction they will run.
5. TTC bases a re required for running the zone
defense.
6. TTC bases usually make better linemen
because they are typically “stronger”
meaning they hold their place.
Expert Tips for TTC Bases
1. To find the strongest TTC bases, just switch
the wheels from base to base after each
testing session to find the best combinations.
2. Brushing fe eler prongs on jeans or other
fabric seems to limber up the feeler prongs
(Brush in one direction).
3. Curl the back feeler prongs toward the back
ofthebasetoimprovespeed.Dothisby
brushing the feeler prongs to the rear of the
base.
NOTE: Plastic material has memory so prongs
will resume original molded state or form
after a play.
Methods exist to train your bases to
permanently perform the way you like. See
page 14.
As you become more skilled in your playing
abilities you may require some advanced
equipment. Tudor Games ProLine Bases offer a
variety of new abilities for more precise playing.
These bases are listed on our website at
www.TudorGames.com.
TTCBASE&TTCWHEEL
ASSEMBLYOFTTCBASE
ASSEMBLYOF
PLAYERTOBASE
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PLAYING THE GAME: TRAINING CAMP
8
CHOOSING YOUR PLAYERS’ BASES
How To T est B ases
In real football, players have different talents.
Your bases also have different abilities. To f ind
your strongest bases, line up any two players
(with bases) face to face and switch on the
power. The player with the stronger base will
push the other player backward.
Totestforspeed,makeyourplayersruna40
yard dash and see who wins. Try a base with
different player poses, as this can make a
difference.
Offensive and Defensive Line
(tip: look for strong directional bases)
The bases for your linemen should be strong
enough to push your opponent's players
backward and quick enough to open holes. That's
why TTC bases are usually your best choice for
linemen. Place your bases (with players on) at
midfield, switch on the power, and watch how
they run. After a few tries, you will see that
rookie bases run in a general pattern straight,
right, or left that you can count on. TTC bases
canbedirectedwhereyouwantthemtogo.
To form a 5man wedge, find one base that runs
straight to play center, two bases that curve or
are directed to turn right and line them up to the
left of the center, and two bases that curve or are
directed left and line them up to the right of the
center. Switch on the power, and these five bases
(players) will come together to form a blocking
wedge.
Running Backs and Receivers
(tip: look for quick bases that run straight)
These are the players who score. They need to be
quick and run somewhat straight. Rookie bases,
which a re usually quicker and have rounded
fronts, are usually best for these positions.
Defensive Lineman and Linebackers
(tip: try a mix of strong and fast bases)
Defensive linemen and linebacke rs have to be
fast to put pressure on the quarterback.
Defensive linemen inside of the ends are best
fitted with strong TTC bases. Outside pass rushers
are best with the Rookie/Regular bases because
their rounded fronts will slide off TTC bases.
Cornerbacks and Safeties
(tip: look for bases that run straight and fast)
Defensive backs need to be fast to play manto
man coverage, so try Rookie/Regular bases. For a
zone defense, use TTC bases and set to run in
circles and “cover” areas of the field.
Expert Tips For Choosing Bases
1. Play your stronger bases on the line.
2. Place the quickest and best running base at
center.
3. Backs and receivers need quick and straight
bases.
4. Defensive linemen and linebackers need a
mix of strong and quick bases.
5. Defensive backs need straight and fast bases
for “man to man" coverage and TTC bases for
zone defense.
Training and Conditioning Bases
Choosing the right base for the right player and
position is key to your success. TTC and
Rookie/Regular bases offer you different
advantages. Once you get a base trained for a
certain position, do not change. To get bases to
work your way, see the expert tips on bases
(pages 6, 7, and 14.)
After training your playe rs and bases, you may
want to get more teams so you can have both
offensive, defensive, and even special teams.
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PLAYING THE GAME: DEFINITIONS
9
OFFENSE
The team with the ball. The goal of the offense is
to move the ball into the opponent's end zone for
a touchdown.
DEFENSE
The defensive team's goal is to keep the offense
from moving the ball into their end zone.
KICKOFF
A placekick made from the kicking team's 30 yard
line to start each half or after a score (kicking
team is the defensive team.)
PUNT
Kicking the ball to the opponent instead of
running a play. If offense did not make its 10
yards in 3 downs they usually punt the ball away,
or kick for a field goal on 4
th
down.
TACKLE
1. Ball carrier is considered tackled when
opposing player 's base touches ANY part of
ball carrier's base.
2. Ball is downed at the front of ball carrier's
base.
3. If ball carrier turns and starts running
towards his own goal line, play stops.
4. Ball is marked for next down at ball carrier's
last forward progress of yardage (the furthest
point before he turned around.)
FUMBLE
When ball carrier loses football while game board
is turned on.
After fumble
1. Reset (turn) all offensive and defensive
players whose bases are not touching an
opponent's base to go toward the loose ball.
2. The player that touches the ball first recovers
it for their team.
3. If player is from the offensive team, play
stops and ball is placed or spotted at that
yard for new down.
4. If recovery is by the defensive team, player is
picked up and the ball is placed on him and
he is returned to spot of recovery, where he
is set up to run toward the opposing team's
goal line.
OUT OF BOUNDS
Any portion of ball carrier's base that touches the
sidelines. (play stops) Play resumes on next down
on yard line where front of ball carrier's base
went out of bounds.
FIRST DOWN
Offensive team has 4 downs to gain 10 yards.
When this situation happens, the team gets a
new set of downs, called a first down. On 4th
down, it is typically wise for the offense to either
punt or kick a field goal unless the yardage
needed is small.
SAFETY
When ball carrier is tackled behind his own goal
line, or when a player recovers a fumble made by
himself or a teammate behind his own goal line.
The opposition is awarded 2 points and receives
the ball on a free kick, which is made from the
first team's 20 y ard line.
TOUCHBACK
Occurs on a kickoff when the ball lands on white
line in back of end zone, or if receiving team
chooses not to run a kickoff out of end zone. Ball
is spotted o n 20 yard line of offense team.
TOUCHDOWN
Scored when any part of the ball carrier's base
crosses the opponent's goal line or when a pass is
completed to a player in the opponent's end zone
or when a fu mble is recovered in an opponent's
end zone.
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PLAYING THE GAME: KICKOFF
10
START OF THE GAME
Now you're ready to play Electric Football. This
section will cover some of the finer points of the
game.
Toss a coin to decide which team receives the
ball first. The winner m ay choose to receive
(offense) or kick off (defense).
KICKOFF
The kicker (TTQB) is placed on the kickoff mark
(30 yard line center) with the ball placed on his
tee, which is then kicked toward the opponent's
goal line. If the ball lands on the board and is not
a touchback, it is r eturned by the player nearest
to where the ball hit. However, he does not
advance it right away. Instead, his place on the
fieldismarkedwiththeDownMarker,andheis
removed.
The power is switched on for a count to three,
("onethousandone, onethousandtwo, one
thousandthree") then switched o ff. The kicking
team may rotate any of its players whose bases
are not touched by an opponent's base toward
the return player. Finally, the receiving team
places the return player back onto the field and
power is switched on until the return player is
tackled, runs out of bounds, fumbles, turns
around, or scores a touchdown.
If the ball is kicked out of the back of the end
zone, the receiving team may call a touchback
and take the ball at the 20 yard line, or the
receiving tea m may return the kick from the end
zone, as outlined above.
PLAYING FROM SCRIMMAGE
The line of scrimmage (where the ball is placed)
is determined by the front part of the ball
carrier's base at the end of the pr evious play. In
settingupyourteamsforplay,thefollowing
sequence should be used:
1. Offense sets their players
2. Defense sets their players
3. Offense places the ball on the ball carrier
4. Defense may then rotate two (2) players to
react to the choice of ball carrier
5. Offense runs the power (ON/OFF) switch.
Switch is stopped for a pass, pitchout, or the
end of the play.
KICKOFFFORMATION PROSETOFFENSEAGAINSTA
43DEFENSE
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PLAYING THE GAME: PLAYS and RULES
11
THE PASSING GAME
Passing is a skill that takes practice to master, but
the thrill of completing passes is well worth the
effort. Here's what happens on a passing play:
When you set up your team, you will probably
want to make sure your quarterback figure has a
TTC base that is set to make him drop back or roll
out. Be careful that your QB doesn't fade back
beyond 20 yards of the line of scrimmage. If he
does, he is considered "sacked" right there!
Start the play by turning ON the power (ON/OFF
switch) and watch to see if an eligible receiver
breaks open. When he does, before a defender
touches your QB, turn OFF the power to stop the
play and call "pass."
TO P ASS
To pass, replace the quarterback with the TTQB,
place the ball in the passing hand and fire away
(review the passing technique for the TTQB on
page 5.) Beginners get 3 attempts, while
advanced players get just 1 attempt to hit the
receiver.
PASS COMPLETION
If the ball hits a receiver or his base, either on the
fly or on the ground, the pass is completed.
Following the completion, the defense is allowed
to turn any unblocked players (rotate them or
adjust their TTC wheels) toward the receiver.
Offensive coach then turns on the power
(ON/OFF switch) until the receiver is tackled,
turns around, runs out of bounds, fumbles or
scores.
INCOMPLETE PASS
If the ball does not hit an eligible receiver, the
pass is incomplete. Resume play at scrimmage
line, next down.
INTERCEPTION
If the ball hits a defensive player instead of the
intended receiver, the ball is intercepted. The
defensive coach places the ball on that player,
aims him at the goal line, and turns on the power
(ON/OFF switch) until he is tackled, turns around,
runs out of bounds, fumbles or scores.
PASS DEFENSE
Defensive backs are not allowed to push back
wide receivers at the line of scrimmage. (The 2
players lined up outside of the tackles)
Defensive backs may run backward or sideby
side with receivers (mantoman coverage) or
have their TTC bases set to turn in small circles to
cover an area of the field in a zone defense.
PITCHOUT
On any play, the offense may run a QB sneak, or
it may call a pitchout. The pitch must go to a
player behind or lateral to the QB, same as a
handoff. Here's how it works: the offensive
coachmustswitchOFFthepowerbeforea
defender tackles the QB to stop the play and call
“pitchout" and say the number of the player
who w ill take the pitch.
The ball carrier can pitch to any player who is
behind or lateral to him and within 10 yards (as
measured by the first down yard marker.) This
player becomes the new ball carrier and no
player adjustments can be made on a pitchout.
PUNT
It is usually wise to punt on fourth down, unless
you are close to your opponent's goal line or
within field goal range.
To punt, set up your team with the TTQB 15
yards behind the center. The return team should
place at least one player 50 y ards behind the line
of scrimmage to receive the punt. When both
teams are set, switch on the power for two
seconds (count "onethousandone, one
thousandtwo.") This allows the return team a
chance to block the kick by tackling the punter.
Then power is switched OFF.
If the TTQB is not tackled, place the ball on the
kicking tee and kick it. Rules for returning a punt
are the same as for returning a kickoff.
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PLAYING THE GAME: SCORING, PENALTIES, PLAYERS
12
CONVERSION
After your team scores a touchdown, you can run
a play from the 2yard line to attempt to score
two points, or kick a "point after" for one point.
Rules for setup of a point after are similar to
punts and kickoffs (defense gets 2 secs. to rush.)
FIELD GOAL
Tokickafieldgoal,whichisworth3points,set
up similar to a punt, w ith the T TQB 15 yards
behind center.
The defense lines up and tries to block the kick by
tacklingtheTTQB.Whenbothteamsareset,the
offense coach switches ON the power for two
seconds (count "onethousandone, one
thousandtwo") then power is switched OFF.
If the TTQB is not tackled, place the ball on the
tee and kick the field goal. Beginners get 3
attempts, while advanced players get just 1
attempt to kick the ball through the goal posts.
SCORING POINTS
Touchdown = 6, Field Goal = 3, Safety = 2
Conversion by run or pass = 2, by kick = 1
GAME TIMING
A game consists of four 15 minute quarters, two
quarters per half. After each quarter the two
teams switch sides of the field. The second half
begins with a kickoff to the team that lost the
coin toss, unless the winner of the coin toss
chose to kick off in the first half. If the score is
tied at the end of four quarters, play an extra
quarter. The first team to score in overtime wins.
PENALTIES
OFFSIDES
Occurs when a team lines up one or more of their
players across the line of scrimmage. Opposing
team can either accept the offsides penalty for 5
yards or decline it and keep any gain made on the
play. If penalty is accepted, the 5 yards are
marked off, but the down remains the same.
INELIGIBLE RECEIVER
Occurs when a pass hits an ineligible receiver
offensive tackle, guard or center–onthefly.
Offensive team is penalized 5 yards and the loss
of a down.
ILLEGAL CHECK
Occurs when the front of a defensive player's
base touches the front o f a wide receiver's base
within 10 yards of the line of scrimmage. Defense
is penalized 15 yards. Offensive team can either
accept the penalty or decline it and keep any gain
made on the play. If the penalty is accepted, the
15 yards are marked off, but the down remains
the same.
POSITION CHART*
Using the player position chart below and below
at left, you will know which player pose to use at
each position.
*See Player Type definitions on Page 6.
PlayerType WhenonDefense WhenonOffense
2TACKLESplayas DefensiveTackles(DT) OffensiveTackles(OT)
2GUARDSplayas DefensiveGuards(DG) OffensiveGuards(OG)
1GUARDplaysas Center(C) Center(C)
2ENDSplayas DefensiveBacks(DB) WideReceivers(WR)
1QB/LBplaysas DefensiveEnd(DE) TightEnd(TE)
1QB/LBplaysas MiddleLinebacker(ML) Quarterback(QB)
2BACKSplayas OutsideLinebackers(OL) RunningBacks(RB)
FormoreinfoaboutElectricFootballandtoseeourentireproductlinepleasevisit www.TudorGames.com
PLAYING THE GAME: PASSING and ZONE DEFENSE
13
PASSING PLAYS
1. Pro Set Passing Play:
Below is a basic passing formation that forces
your opponent to cover the field from sideline to
sideline. The fast outside receivers will streak
down the sidelines and make your opponents
play their safeties deep. This will open gaps in
their coverage. Set both r unning backs to run to
the right. The running back closest to the right
sideline should be set to run outside and turn up
the side line. The running back to the left will run
behind the offensive line. The quarterback will
roll out to the right and look for an open receiver.
2. The Zone Defense
The zone defense is designed to cover the entire
field. It forces your opponent's quarterback to
throw into coverage and does not allow the easy
touchdown, which can result when mantoman
coverage fails. It also increases the ch ance of an
interception.
Even if the quarterback does complete the pass,
there will be defenders around the receiver to
make the downfield tackle. All your defensive
backs should be on TTC bases so that you can
preset them to run in tight circles until the pass is
attempted. Then, when a pass is completed, you
can adjust their dials to make them go straight
and make the tackle!
Use the zone on obvious passing downs, such as
third and long yardage.
WARRANTY
Thisfootballgameismanufacturedwithexactingcarefromthefinestmaterialsavailable.Ithasbeenpre
testedatthefactorypriortoshippingtoensureperfectionwhenthegamereachesyou.Exercisenormal
careinitsuseandbesuretopackitwellforstoragewhennotinuse.
Ifatanytimeyoushouldneed
serviceofanytypepleasecontactusdirectlyat 800‐914TUDOR(8836)oronlineat
www.TudorGames.com/contactus.
Thestorewherethisgamewaspurchasedhasnowaytoassistyou,DONOTtakeitbackthere.Yourgame
isunconditionallyguaranteedtobefree
ofdefectsinmaterialand/orworkmanshipfor60daysfromthe
dateofpurchase.Yourdatedstorereceiptmustaccompanyanyrequestforservice.Weknowthatyou
willhavemuchfunandenjoymentwiththisexcitingfootballgame.
TudorGames™,ElectricFootball™,EFL™,ElectricFootballLeague™,TotalTeamControl™andTripleThreatQuarterback™
areregisteredtrademarksofTudorGames,Inc.andcannotbeusedwithoutwrittenpermission.©2012Allrightsreserved.
FormoreinfoaboutElectricFootballandtoseeourentireproductlinepleasevisit www.TudorGames.com
TIPS FROM THE PROS
14
BASE TWEAKING
Electric Football can be enjoyed on many levels
from solo or “solitaire” play, family game night,
league play with friends, all the way to participating
in national tournaments. The key to having success
at more competitive levels is t he ability to “tweak”
your bases to perform the way you want them to.
Tweaking can take some trial and error, but it is
very rewarding when you get that perfect tweak on
a base combined with the right figure. That player
can become the star of your team! Put together a
team of stars, use your strategy, and you could be
winning tournaments.
Yourgoalistogetyourbasestododifferentthings:
run straight as a running back might, to arch and
run routes like a wide receiver, and to stay in
position or push forward with the strength of an
offensive or defensive linemen. There are some
basic tools needed to get the maximum
performance out of a base. A flatnosed smooth
mouth plier is the main tool needed. Warming the
plier under warm water can help too. With this and
other tools and some practice you can create bases
that will do almost exactly what you want them to
do.
Tweaking
Choose a figure and a base. Keep in mind that a
figure will affect the way a base runs based on how
its weight is distributed. Many times a base that
naturally arches right with one figure may run
straight with another figure. If after tweaking a
base you don’t get the performance you had hoped
for with the chosen figure, experiment with it on
other figures. You may find a combination that is
ideal for another player position.
Start by lightly brushing the prongs back with your
finger toward the back of t he base giving them a
slight angle rearward. Test the figure/base combo
on the field to see what it does naturally. In most
casesitwillgoforwardorturninatightcircle,but
youwilllikelyfindsomebasesthatgiveyouthe
desired result with very little tweaking necessary.
Get a base to run straight
Afterobservingtheresultsof
yourinitialtest,let’ssaythe
baseturnedleftand
youwantittogostraight.
Abaseturningleftmeansthat
theprongsontheleftsideare
shorterthantheonesonthe
right.Withyour
smoothmouth
plierlightlypullonthefrontprongorprongsonthe
leftsideofthebasetomakeitanevenlengthwith
therightsideprong(s).Testagainandcontinueto
adjustinsmallincrementsuntilthebasegoes
straight.Gettingallprongsaseveninlengthas
possiblewillgenerallymakethebasemovestraight.
Getabasetoarchorturn
Bases that run straight are not always the best
strategy for your game. More often than not a
figure that has a slight or even extreme arch can
give you more versatility in your strategy than a
figure that just moves straight forward. Tweaking to
achieveanarchisjustasimportantandfollowsthe
same process as getting a base to run straight
except that now you want one set of prongs on one
sideofthebasetobeslightlyshortercausingthe
base to turn or arch in the direction of the shorter
prongs. These bases are especially effective for use
on running backs that will sweep around the
offensive tackles, on wide receivers that are
running hooks or slants, and on linebackers that
loop around the offensive line to blitz the
quarterback.
For more info and advanced techniques visit the
Tudor Games Forum or the MFCA website and
forum. There you can visit and talk to experienced
miniature electric football coaches across the globe
who can quickly answer many of the questions you
will have. Electric Football has many levels and
there is always something new to learn: tweaking,
passing, kicking, game strategy and much, much
more. Electric Football can be as simple as lining up
your team against your family or friends or as
involved as preparing a team for a national
competition with prizes and trophies!
www.TudorGames.com
www.MiniatureFootball.org
FormoreinfoaboutElectricFootballandtoseeourentireproductlinepleasevisit www.TudorGames.com
15
ALTERNATIVEPASSINGMETHOD
Instead of using the Triple Threat Quarterback, some
coaches prefer to use passing sticks. Using a ruler, or
customized passing sticks, and your down marker as
a temporary target, pass plays can be determined.
Once the power is turned off and the intended
receiver is declared, measure from the helmet of the
QB to the helmet of the receiver (center to center).
Ifthedistancebetweenthequarterbackand
receiver is less than 6 inches, place the down marker
1.5 inches away from the receiver. If the distance is
between 6 and 12 inches, then place the target 3
inches from the receiver. If the receiver is over a foot
away from the quarterback, p lace the t arget 6 inches
away from the receiver. The down marker target
may be placed in any direction from the receiver's
base. Power is turned on until a ny eligible receiver
hits the target (a completed pass), or any defender
hits the target (an interception), or the complete
base of the intended receiver goes past or turns
away from the target more than 5 yards without
hitting it (an incomplete pass). If the pass is
completed, then the target is removed, and the
board is turned back on until the end of the play. If
an undeclared but eligible receiver completes the
pass, the ball is downed with no further run time.
PLAYER FIGURES, PAINTING, CUSTOMIZATION
Electric Football figures have been commercially
made for decades and as a result, many collectors
are involved in the hobby. Some figures are highly
sought after and a trained eye can identify their
country of origin, history, material, and molding
style. From the oldest metal figures to molded one
piece plastics to today’s figures a colorful history and
considerable marketplace exists for Electric Football
items. Painting and customizing your figures to look
as close to the real thing as possible can produce
some amazing miniature works of art. You can find
tips, techniques, paints, figures in different poses,
facemasks, chinstraps and even stadium accessories
online and at www.TudorGames.com.
A SHORT HISTORY OF TUDOR GAMES
Electric Football's ancestry can be traced all the way back to
1929, when Elmer Sas incorporated Tudor Metal Products in
New York City. The company survived the Depression and in
the late 40's, Elmer's son Norman became president of Tudor
and in v ented the game we all know and love, E lectric
Football.
Norman based the game on a vibrating car race game that
Tudor already made. Those early #500 Electric Football
models look crude to the modern eye, but imagine being a
child on Christmas morning in 1949. No spinners, no dice, no
cards to flip over. Just turn on the game and watch your
players run all by themselves!
Electric Football was an immediate hit, captivating
imaginations like few toys ever had. Tudor did so well with
the game that four companies also entered the fray. Over the
coming years, some of Electric Football's greatest innovations
would come out of the competition between the companies.
Tudor produced the first allplastic 3D players and in the
1960’s an industrial designer named Lee Payne was showing
Norman Sas a new set of player prototypes whose additional
realism would change Electric Football forever. Tudor
introduced these players on its first large game, the #600
model. Besides figures in five different realistic poses, he
then sold them on the idea of painting the figures using
actual NFL uniform colors and was instrumental in working
with the creative services department of the NFL to obtain
theNFLlicenseformarketingNFL looking teams that every
boy in the 60’s just had to have.
By now Payne was working directly for Norman Sas of Tudor
as head of Product Development. He began taking the game
boards to new heights with more realistic fields and
lithographed crowd scene backgrounds complete with
scoreboards. Payne used a softer plastic material to develop
the Triple Threat Quarterback (TTQB) that can run, pass, a nd
kick. In 1967 Tudor introduced its new flagship Model 620,
complete with an improved metal playing surface, cardboard
backdrop scoreboard, NFLstyle goal posts and NFL painted
teams. This quickly set the standard for Electric Football,
makingthegameevenmorepopular,allowingTudorGames
to be the number one choice when selecting an Electric
football game. Later, to make these realistic figures more
enjoyable Tudor Games went on to create the “TTC” or Total
Team Control base with its directional dial allowing finer
route control and all new capabilities.
Tudor’s creative genius is still appreciated today by electric
football hobbyists and collectors alike. In 1990 Tudor Games
was sold to Miggle Toys and under the direction of Mike
Landsman, the game was nurtured, preserved, and made
popular again creating another generation of game hobbyists
and enthusiasts.
Landsman has since handed off operations to a new Tudor
Games management team in February of 2012. With the help
of local, national, and even international Electric Football
enthusiasts, an energ ized Tudor Games company is making
games and hobby products for new generations of sports
fans, game p layers, hobbyists, and collectors. Tudor Games is
committed to building new and innovative products for
today’s consumer. Our handson games have delighted folks
for generations. Start your own tradition today!
TIPS FROM THE PROS, CUSTOMIZATION AND HISTORY
FormoreinfoaboutElectricFootballandtoseeourentireproductlinepleasevisit www.TudorGames.com
16
ELECTRIC FOOTBALL ACCESSORIES
Full product listings and descriptions on www.TudorGames.com
PAINTED
PLAYERS
REGULAR SIZE "67"BIGMEN
UNIFORM
NUMBERS
COLORS
DARK
JERSEYS
WHITE
JERSEYS
DARK
JERSEYS
WHITE
JERSEYS
FORDARK
JERSEYS
FORWHITE
JERSEYS
Navy/Orange 701D 701W
67701D
67701W56024W56024B
Black/Orange 702D 702W
67702D
67702W56024W56024B
Navy/Red 703D 703W
67703D
67703W56024W56024BL
Navy/Orange 704D 7
04W
67704D
67704W56024W56024BL
Brown/Orange 705D 705W
67705D
67705W56024W56024BR
Tan/Red/Black 706D 706W
67706D
67706W56024W56024R
Red/Black 707D 707W
67707
D
67707W56024W56024R
Navy/White 708D 708W
67708D
67708W56024W56024BL
Red/White 709D 709W
67709D
67709W56024W56024R
Blue/White 710D 710W
67710D
67710W56024
W56024BL
Blue/SilverBlue 711D 711W
67711D
67711W56024S56024BL
Aqua/White 712D 712W
67712D
67712W56024W56024A
ForestGreen/White 713D 713W
67713D
67713W56024W56024
G
Black/Red 714D 714W
67714D
67714W56024W56024B
Red/Gold 715D 715W
67715D
67715W56024W56024R
Navy/Red/White 716D 716W
67716D
67716W56024W56024R
Green/White 717D
717W
67717D
67717W56024W56024G
Blue/Silver 718D 718W
67718D
67718W56024W56024BL
Green/Yellow 720D 720W
67720D
67720W56024W56024G
Navy/Silver 721D 721W
677
21D
67721W56024S56024BL
Black/Silver 722D 722W
67722D
67722W56024W56024B
Navy/Gold 723D 723W
67723D
67723W56024GO 56024BL
Maroon/Yellow 724D 724W
67724D
67724
W56024W56024R
Black/Gold 725D 725W
67725D
67725W56024GO 56024GO
Blue/Green 726D 726W
67726D
67726W56024W56024BL
Black/Yellow 727D 727W
67727D
67727W56024W56024
B
Purple/Yellow/White 728D 728W
67728D
67728W56024W56024P
Aqua/Black 729D 729W
67729D
67729W56024W56024A
Black/Silver/Blue 730D 730W
67730D
67730W56024W56024B
Purple/Black 731D
731W
67731D
67731W56024W56024P
Navy/Blue 732D 732W
67732D
67732W56024W56024B
Navy/Red 733D 733W
67733D
67733W56024W56024R
Paintedplayerssoldinsetsof11.RegularSizeplayerssamesizeasplayersincl.withgames.“67”BigMenareslightlylarger.
BASES
ITEM PRODUCT#
SETOF24TTCBASES
56000
SETOF24ROOKIE/REGBASES
56001
SETOF22CLASSICROOKIEBASES(SINGLECLIP)
56001CL
PROLINESTRONGBASESW/STRAIGHTFRONT
12ROOKIESTYLEBASES
PL2SSFRB
12TOTALTEAMCONTROLBASES(TTC)
PL2SSFTT
12SINGLECLIPBASES
PL2SSFSC
PROLINEFASTBASESW/STRAIGHTFRONT
12ROOKIESTYLE
BASES
PL2FSFRB
12TOTALTEAMCONTROLBASES(TTC)
PL2FSFTT
12SINGLECLIPBASES
PL2FSFSC
PROLINESTRONGBASESW/ROUNDEDFRONT
12ROOKIESTYLEBASES
PL2SRFRB
12TOTALTEAMCONTROLBASES(TTC)
PL2SRFTT
12SINGLECLIPBASES
PL2SRFSC
PROLINEFASTBASESW/ROUNDEDFRONT
12ROOKIESTYLEBASES
PL2FRFRB
12TOTALTEAMCONTROLBASES(TTC)
PL2FRFTT
12SINGLECLIPBASES
PL2FRFSC
SUPER
PROLINEBASESW/STRAIGHTFRONT
12ROOKIEBASES
SPL3SFRB
12TTCBASES
SPL3SFTTC
SUPERPROLINEBASESW/ROUNDEDFRONT
12ROOKIEBASES
SPL3RFRB
12TTCBASES
SPL3RFTTC
56000 56001 PL2SRFSC PL2SSFRB PL2FSFTT
FormoreinfoaboutElectricFootballandtoseeourentireproductlinepleasevisit www.TudorGames.com
17
GAMES
IfyoulikeElectric Footballcheckoutourotherhandsonsportsgames
DELUXEELECTRICFOOTBALL
620
ORIGINALELECTRICFOOTBALL
6071
ELECTRICFOOTBALLCHALLENGE
6081
ROSEBOWLELECTRICFOOTBALL
6070
INTERNATIONALELECTRICSOCCER
6079
POWERPROELECTRICFOOTBALL
8500
POWERPROSPEEDWAYELECTRICRACING
8502
POWERPROSWEEPSTAKESDERBYRACING
8503
ELECTRICBASEBALL
6074
BALLPARKCLASSICS‐ MLB™EDITION
8997
BALLPARKCLASSICS‐ YANKEESTADIUM™EDITION
8998
BALLPARKCLASSICS‐ FENWAYPARK™EDITION
8999
ACCESSORIES
Addrealismtoyourcollectionwiththeseaccessories
ELECTRONICSCOREBOARD
6078
PROLINEFOOTBALLS(6 PERBAG)
PLFB
PROLINEDELUXEACCESSORYPACK
(2GOALPOSTS, SPECIALDOWNMARKERAND10YDCHAIN)
56024
ELECTRICFOOTBALLLIGHTEDSTADIUM
6080
STADIUMEXTENSIONKITTOFIT620
620K
LARGESTORAGE/TRAVELTEAMCASE(HOLDS8TEAMS)
CCL1
SMALLSTORAGE/TRAVELTEAMCASE(HOLDS2TEAMS)
CCS2
BALLPARKCLASSICSOFFICIALGAMEROOMLEGS BPCLEGSBK
FOOTBALLFIGURES
MakeyourElectricFootballexperience morerealisticbyaddingcoaches,officials,
cheerleadersandmore.Inadditionwehavesetsofunpaintedplayers,triplethreat
quarterbacksandevenProLineplayersetsin10differentposes.
PROLINEPLAYERSSET #1(SETOF5)
PLP1
PROLINEPLAYERSSET#2(SETOF5)
PLP2
HAITIREPRODUCTION PLAYERS (SETOF 11)
HT11
“67”BIGMEN(UNPAINTED–SETOF11)
67BM
WHITEFIGURES(UNPAINTED–SETOF11)
56019W
REDFIGURES(UNPAINTED–SETOF11)
56019R
TRIPLETHREATQUARTERBACKS(SETOF2)
56005
QUARTERBACKS(UNPAINTED
–SETOF16)
QB16
OFFICIALS:1UMPIREAND2REFEREES
5940
COACHES:1HEADCOACHAND 2ASSISTANTS
5930
REPORTER,TEAMOWNERANDCAMERAMAN
5900
CHEERLEADERSPAINTEDINRED(SETOF6)
5920
CHEERLEADERSPAINTEDINBLUE(SET OF6)
5910
CHINSTRAPSANDFACEMASKS
Chinstrapsandface masks come inawidevarietyofdifferentstyles
CHINSTRAPS various
FACEMASKS various
PARTS&ACCESSORIES
ReplacementpartsandaccessoriesareavailableforallTudorGames.
Youwillfind the completeselection onourwebsite.Fromdeluxe goal
postsandyardmarkerstomorefootballstolegsforyourBallpark
Classicsgame.Ifyouneedit,weprobablyhaveit!
WA TERBASEDACRYLICPAINTS
Thisisourhighqualityofficialpaintsoldin½fluidouncebottles.
Color Item#
AncientBronze TG09049
AshenBrown TG29831
Black TG09037
BrilliantBlue TG09116
BrilliantRed TG29802
BrushPrimer TG09108
BrushSealer TG09107
CarnageRed TG09135
CaucasianFlesh TG29823
ClearGreen TG09096
ClearRed TG09094
ConcreteGrey TG29832
DarkSkin TG09041
DragonBlue TG29815
GemPurple TG29820
GoldenYellow TG29808
GriffonTan TG29827
HeatherBlue TG09231
IceBlue TG29814
LavaOrange TG09218
MarineTeal TG09077
MidnightBlue TG09019
MuddyBrown TG09028
MustardYellow TG29807
PeacockGreen TG09226
RitterlichBlue TG09115
SapphireBlue TG09016
SuntanFlesh TG29822
TrueBlue TG09017
TrueSilver TG09207
TurfGreen TG29811
UltramarineBlue TG09188
ViperGreen TG09228
Weathered
Stone TG09087
White TG09039
TUDOR GAMES, ACCESSORIES, HOBBY SUPPLIES
Full product listings and descriptions on www.TudorGames.com
PROLINESET#1
PROLINESET#2
COACHES
OFFICIALS
CHEERLEADERS TVCREW/OWNER
PROLINEFOOTBALLS
PROLINEDELUXE
ACCESSORYPACK
FACEMASKS
FormoreinfoaboutElectricFootballandtoseeourentireproductlinepleasevisit www.TudorGames.com
Hi, I’m Peyton Pigskin,
I’ll show you how to set up your new
Electric Football game, so you can
become:
Coach Making up plays
Trainer Making your team great
Player Making the play
The 3 keys to playing Electric Football
are:
1. Vibration Control
2. Base Training
3. Quarterback Skills
They are your ticket to
Strategy,
Fun, and
Excitement!
Getting Started!
The game you have just opened contains
many parts. You may need an adult to
help you. Check out our “Official
Rulebook” by page number for additional
help, OK?
First, find the small bag that contains: 1
strip of footballs and a felt washer for the
minutewheel(seepage3)plus3small
suction cups for your 10 Yard Marker and
Down Marker (see page 4.)
Second,twistofforaskagrown
uptocutoffallpartsfromthe
yellowplasticrunner(page3.)
Otheritemsinclude:
TwoSetsofJerseyNumbers
–1blackand1whiteforyourteams.
TwoTeams(page6) Unpainted(you
maypaint)includedwith
models6071,
6081,and620.Othermodelsmay
haveprepaintedteams.
GreenBases Rookie/Regular(page6)
Getting to Know
your Bases
Your set contains
Rookie/Regular
Bases,ifmodel6071,andTotalTeam
Control Bases (TTC) in most other mode ls
(pages 67). Rookie/Reg ular bases are
one piece and can be used on all players.
WELCOME
New Players & Rookies
Asyoucan
see,thefront
isround.
Aplayerslides
onabaselikethis:
EachRookie/
RegularBasehas
8feelerprongs
thatmakeitgo.
FormoreinfoaboutElectricFootballandtoseeourentireproductlinepleasevisit www.TudorGames.com
You can change the direction these bases
run by bending the feeler prongs on one
side of the base in a backward or forward
motion with your fingers.
Try it! Run the base on the vibrating
gameboardandwatchwhatitdoes.If
you like how it runs, leave it. If you want
it to run a different way, bend the
prongs.
On your game board frame,
behind the Goal Post, you’ll find
the Speed Control Knob (pg. 3.)
Speed Control Knob
This knob controls how strongly the
board vibrates and you will learn t hat it
does not take a lot of vibration to make
players move and make the yardage they
need.
Put your players on the field, switch on
the power and watch how they run down
the field. Turn the speed control knob
until you get the movement you want
slow,mediumorfast.
We suggest that the game be played at
table height with a pad or towel under
the game board to absorb some of the
sound. But remember, at a real football
game you hear the roar of the
crowd, in Electric Football
you hear
the BUZZ!!
Now it’s time to meet the triple
threat quarterback (page 5)
often called the “TTQB”.
Find the small plastic runner with 2
quarterback bodies and 2 kicking legs
and remove them like you did the other
parts.
It will tak e practice to learn the passing
and kicking method.
You will find it requires a gentle touch.
See the diagram in our Rule Book for
proper use (page 5.)
Fortipsfromotherplayersonhowthey
play, ask an adult if you can go online.
ItsnowtimetoputtheGoalPosts(page
4) on the game board, a long with the 10
Yard Marker and the Down Marker.
OK, Now Lets Play Football!
See next page for some
basic football line-ups.
Tee
Tee
Step
CleatBottom
ofShoe
LegLever
KeepStraight
Passing
Arm
FormoreinfoaboutElectricFootballandtoseeourentireproductlinepleasevisit www.TudorGames.com
2
TACKLES
3
GUARDS
2
ENDS
2
QB/LB
2
BACKS
The game of football consists of
two teams playing against each other
The offense tr ies to score points by either touchdowns (page 9) or
fieldgoals(page12).Eachofthetwoteamsincludedinyourset
have 11 players. Each player comes in one of five poses.
Using the player position chart below, you will know which pose to
use at each position.
How
many? PlayerType WhenonDefense WhenonOffense
2TACKLESplayas DefensiveTackles(DT) OffensiveTackles(OT)
2GUARDSplayas DefensiveGuards(DG) OffensiveGuards(OG)
1GUARDplaysas Center(C) Center(C)
2ENDSplayas DefensiveBacks(DB) WideReceivers(WR)
1QB/LBplaysas DefensiveEnd(DE) TightEnd(TE)
1QB/LBplaysas MiddleLinebacker(ML) Quarterback(QB)
2BACKSplayas OutsideLinebackers(OL) RunningBacks(RB)
Learning Electric Football has been a blast!
Now let’s play some football!
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Tudor Games Electric Football Oficial Rules And Assembly

Kategoria
Gry zręcznościowe
Typ
Oficial Rules And Assembly

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