Excalibur electronic NF-06 Games User Manual


 
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
Time Electronic Football:
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Play begins with the opening Coin Toss and
the ensuing Opening Kickoff.
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The team that has the ball retains possession
and continues its drive. Remember, the 2
nd
half will start with a new kickoff, so toward
the end of the 2
nd
quarter, the team with the
ball should try to get in position to score
before halftime.
HALFTIME:
Halftime pauses the game, and will last until
teams set the Special Teams dials to Kickoff
and the SNAP button is pressed.
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The 2
nd
Half begins with a kickoff. The Away
team kicks off to start the 3
rd
quarter.
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This is the final quarter of regulation, so
pay attention to the score and plan your
play accordingly. 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 mix Short and Long Passes.
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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
overtime period will be equal to the length of
the quarters you decided on at the beginning
of the game.
The first team to score wins. If neither team
is able to score by the end of the overtime
period, a second overtime period is played.
This is continued until one team is able to
score and win the game.
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The overtime period is played following the
same rules as the regulation game. The Home
team will kick off to begin overtime.
If a second overtime period is required,
the Away team will kick off to begin the
period. Teams will continue alternating the
overtime kickoff until one team wins the
game.
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Kicking team selects “Kickoff” on middle
dial.
Receiving team selects “Kickoff” on middle
dial.
Both Kicking and Receiving team choose a
blocking scheme on right dial.
Kicking team presses SNAP button to start
the rotor.
Receiving team presses BLITZ to stop the
rotor.
Receiving team takes over on Offense.
NOTE: The kickoff cannot occur until the
Kicking team chooses “Kickoff” on the dial. If
the Receiving team fails to select “Kickoff” on
the dial, the play continues, but the result of
the play is a touchback, and the Receiving
team will take over on offense on their own
20-yard line.
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