STOP POP (1+ Players)
FOLLOW THE LEADER (1 Player Practice)
DARTS (1-6 Players)
RELAY RACE (1-3 Players)
MATCH 2 (2 Players)
X MARKS THE SPOT (2 Players)
4 CORNERS (DIAGRAM)
4 CORNERS (2 Players)
TIC-TAC-TOE (2 Players)
RELAY RACE (1-3 Players)
Object:
Players race to try and be the first one to complete
three (3) “laps”.
PLAYING THE GAME
•When Relay Race is selected, a row of three Light Pods
will FLASH green. This is to show you which end of the unit
is the “
bottom
.”
•Make sure the “
bottom
” is facing the players in the throwing
area (lined up
horizontally
and closest to the players).
•Divide the beanbags according to how may players are
playing: if there are two (2) players, each player gets three
(3) beanbags; if there are three (3) players, each player gets
two (2) beanbags.
•Then, each Player chooses a
vertical
row of Light Pods as
their “track.”
•A chosen Player will shout “Go!” to begin the game, then all
Players
simultaneously
throw beanbags at their row trying
to light the Pods in order from the
bottom to the top
.
•There is no penalty for hitting a Pod out of order, but it will
not
stay lit and the Pod you are supposed to hit will FLASH
as a reminder.
•Once a Player has thrown all their beanbags, they must
quickly gather them up and return to the throwing area to
continue the game.
•Once a Player lights up all three (3) Light Pods on their row,
that completes one “lap.” The first lap will light up green,
the second lap will light up yellow and the third lap red.
WINNING THE GAME
•The first player to complete three (3) “laps” wins, and their
row will FLASH.
DARTS (1-6 Players)
Object:
Players try to score the most points in three “rounds”
by hitting Light Pods that have a number value attached.
PLAYING THE GAME
•Once you have selected Darts, the unit will say “
Select
Players
.” Press the FLASHING yellow Light Pod once for
each Player, then press the
Center Light Pod
to enter it into
the unit.
•The Unit will say, “Player One, Round One.” Player One will
then throw as many beanbags as needed to score
three (3)
direct hits.
•Each Light Pod has a number value. The four
Corner Light
Pods
(yellow) are worth one (1) point, the other
Outer Light
Pods
(green) are worth two (2) points, and the
Center Light
Pod
(red) is worth three (3) points.
•After three (3) direct hits, the unit will display the Player’s
score with FLASHING Light Pods
(Red = 3; Green = 2;
Yellow = 1)
.
EXAMPLE:
if a player scores four (4) points
on his or her turn, one Light Pod will FLASH red (3) and one
Light Pod will FLASH yellow (1) for a total of 4.
•
NOTE:
in rounds Two and Three, the unit will flash each
Player’s
cumulative
score as the game progresses.
•Press any Light Pod to stop the flashing score and begin
the next player’s turn.
WINNING THE GAME
•Once three (3) rounds have been completed, the player with
the highest score wins. The unit will say, “Player __, you win!”
SUDDEN DEATH
•If there is a tie for first place, those players will then play a
“Sudden Death” round. Press any Light Pod to begin. Each
tied player
will throw until they have
one
(1) hit. The first
player to hit a Light Pod of a
higher point
value than their
opponent(s) wins.
FOLLOW THE LEADER (1 Player Practice)
Object:
Players practice their throwing skills by trying to hit the
correct Light Pods.
PLAYING THE GAME
•Players use all six beanbags and play
one at a time
.
•When the game begins, all the Light Pods are green
except
one
, which FLASHES red for three seconds and then
turns green.
•The Player must then hit the Light Pod that FLASHED red. If
successful, the player scores three” (3) points. The Unit will
say, “Three.”
•A
new
Light Pod will FLASH red, and the Player will try to hit
it, and so on.
NOTE:
pay close attention, because the same
Light Pod may FLASH twice in a row.
•If the Player hits the
wrong
Light Pod, they will hear a “wrong”
sound and then the Light Pod the player was
supposed
to hit
will FLASH red again. No points will be awarded, but it will
still count as one “hit”.
•Play continues until the Player has
either
nine (9)
correct
“hits”
OR
twenty-seven (27)
total
hits, whichever comes first.
•The Unit will tell the Player how many points he or she scored
by FLASHING
one
(1) red Light Pod for every correct hit.
Each FLASHING red light represents
three
(3) points.
For example, five FLASHING red lights would be fifteen (15)
points. All
nine
(9) FLASHING red lights would be 27 points –
the maximum you can score.
STOP POP (1+ Players)
Object:
Players try to earn the most point by hitting the highest
amount of Light Pods before they turn red.
PLAYING THE GAME
•Players use all six beanbags and play
one at a time
.
•When the game begins, all the Light Pods are dark except
one
that begins to FLASH
green
. The Player tries to hit this pod.
•If the Light Pod is
not
hit while FLASHING
green
, it will then
FLASH
yellow
. If it is
not
hit while FLASHING
yellow
, it will
turn
red
with a POPPING sound.
•If the Light Pod is hit while it FLASHES
green
, the Player
earns
two points
. If the Light Pod is hit while it FLASHES
yellow
, the Player earns one point. If the Light Pod “pops”
red
, no points are earned.
•Once the game has begun,
other
Light Pods may start to
FLASH even if the
first
FLASHING Light Pod has
not
been hit,
so it pays to move fast!
•Once all beanbags have been thrown, quickly gather them
up, return to the throwing area and start tossing again.
WINNING THE GAME
•The game is over when all the Light Pods are frozen either
red,
yellow
or
green
. The Player’s score is then displayed when all
the red “popped” Light Pods
go dark
, and the yellow and green
Light Pods FLASH. For example, if there are three (3)
FLASHING green Light Pods, that’s 2+2+2=6 and two (2)
FLASHING yellow Light Pods 1+1=2 for a total of eight (8)
points. Players add up their points and see if the next player
can beat their score.
Keep these instructions for future reference
as they contain important information.
© 2009 Mattel, Inc. 636 Girard Avenue, East Aurora, NY 14052 U.S.A. All Rights
Reserved. Consumer Relations 1-800-524-8697. Retain this address for future
reference. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline –
01628 500303. Mattel Australia Pty Ltd., Richmond, Victoria. 3121. Consumer Advisory
Service – 1300 135 312. Mattel East Asia Ltd., Room 1106, South Tower, World Finance
Centre, Harbour City, Tsimshatsui, HK, China. Diimport & Diedarkan Oleh: Mattel SEA Ptd
Ltd. (993532-P) Lot 13.5, Menara Lien Hoe, Persiaran Tropicana Golf Country Resort,
47410 PJ. Tel: 03-78803817, Fax: 03-78803867. Imported by/importé par: Mattel
Canada Inc., Mississauga, Ontario L5R 3W2.
G
G
G
G
G
G
G
G
R
R
R
R
G
G
G
G
R
R
R
G
Y
Y
4 CORNERS (DIAGRAM)
X MARKS THE SPOT (2 Players)
Object:
Players try to illuminate the
four
Light Pods in
the
corners
of the unit
plus
the
center Light Pod
with the
same color.
PLAYING THE GAME
•Decide who will throw first.
•Player’s alternate turns tossing beanbags one at a time.
•The first player to successfully hit a Light Pod will be that
color (red or green) for the rest of the game. The other
Player will be the
opposite
color.
•As the game progresses, players try to light all four corner
Light Pods plus the Center Light Pod with their color.
•Remember, the Light Pods light up in
RANDOM
order, so if
you need a green, you might get a red or even NO COLOR
AT ALL – so be careful!
WINNING THE GAME
•When a player lights up all four corner Light Pods
plus
the
Center Light Pod with their color. The winning combination of
Light Pods will FLASH.
MATCH 2 (2 Players)
Object:
Players try to be the first to match
TWO PAIRS
of the same color Light Pod.
PLAYING THE GAME
•In Match 2, there are four (4)
red
Light Pods, four (4)
green
Light Pods and one (1)
yellow
light pod.
•Players try to match two (2) pairs (all four of one color) of
either red or green.
•If a Player hits the yellow Light Pod, they will hear a “POP”
sound, and their turn is over IMMEDIATELY.
•Decide who will throw first.
•On their turn, each Player will throw as many beanbags as
needed to score
two (2) direct hits
.
•The first Player to light up two Light Pods of the
same color
(red/red or green/green) successfully completes
one pair
.
The other Player will try to match pairs of the
opposite
color.
•If a Player hits two pods of
different
colors (red/green), that
is
not
a match. The pods will go dark and it’s the next
player’s turn.
NOTE:
those pods have now revealed their
color, so pay attention and remember for your next turn.
•If a Player who is trying to match a pair of one color
accidentally hits a pair of the
other
color, the opposing player
gets credit for the match.
WINNING THE GAME
•The game is over when one player successfully lights up
TWO
PAIRS
of the same color Light Pod. The winning combination
of pods will FLASH.
4 CORNERS (2 Players)
Object:
Players try to illuminate the
four
Light Pods in the
corners
of the unit with the same color.
PLAYING THE GAME
•Decide who will throw first.
•Player’s alternate turns tossing beanbags one at a time.
•The first player to successfully hit a Light Pod will be that
color (red or green) for the rest of the game. The other Player
will be the
opposite
color.
•As the game progresses, players try to light all four corner
Light Pods with their color.
•Remember, the Light Pods light up in RANDOM order, so if
you need a green, you might get a red or even NO COLOR AT
ALL – so be careful!
WINNING THE GAME
•When a player lights up all four corner Light Pods with their
color. The winning combination of Light Pods will FLASH.
TIC-TAC-TOE (2 Players)
Object:
Players try to get
three in a row
of the same color
either horizontally, vertically or diagonally.
PLAYING THE GAME
•Decide who will throw first.
•Player’s alternate turns tossing beanbags one at a time.
•The first player to successfully hit a Light Pod will be that
color (red or green) for the rest of the game. The other Player
will be the
opposite
color.
•As the game progresses, players try to get three in a row of
their color.
•Remember, when hit, the Light Pods light up in
RANDOM
order, so if you need a green, you might get a red or even
NO COLOR AT ALL! Also, if you hit a Light Pod that is already
lit up, it will change color but not necessarily the one you
want. For example, if a Light Pod is red, and you want it to
be green, when hit it might turn green, but it also might turn
no color at all – so be careful!
WINNING THE GAME
•When a player gets three in a row of their color.
The winning combination of Light Pods will FLASH.
Once the unit is turned on, the lights will flash, you will hear
a start-up sound and then “select game.”
SELECTING A GAME
There are 8 different games to play in
Electronic
Toss Across
®
,
so the first step is to pick the one you want to play. You
choose a game by pressing the Light Pod on the unit that
corresponds to the game you want to play
(see diagram)
.
Once you hear the game you want, press the Center Light Pod
to “select” that game. The unit will say the name again, and
now you’re ready to play.
REPLAYING SELECTED GAME
When you’ve finished a game and you want to play it again, just
press any Light Pod and another game will begin.
SELECTING A NEW GAME
When you want to play a different game, press and hold down
the Center Pod for approximately three seconds until the lights
FLASH, you hear the start-up sound and “select game.” Use
the pods to choose the new game you want, then press the
Center Pod to select it.
Wall
Hanging
Slot
Match
Two
X Marks
The
Spot
Four
Corners
Relay
Race
Stop
Pop
Darts
On/Off Switch
Tic-Tac-Toe
Follow
the Leader
Different Games
to Play!
No
Points
No
Points
G
G
G
G
Y
Y
Y
G
G
G
R
DISTANCE
During the game, Players may stand anywhere from 3 to 6
feet away from the unit depending upon how difficult you wish
to make the competition.
HITS
A “direct hit” is when a beanbag hits the Light Pod it is
supposed to. A “wrong hit” is when a beanbag hits a Light Pod
it isn’t supposed to. If a throw fails to activate a Light Pod,
glances the unit or misses it entirely, it still counts as a throw.
THE UNIT
To determine the “top” and “bottom” of the unit, make sure
that the arm that has the ON/OFF switch is on the RIGHT
(see illustration). This will help in game selection and also
orient the unit for game play.
NOTE:
The Unit will enter “Sleep” mode if no activity is
registered for three (3) minutes. Press any Light Pod to wake
the Unit, but know that it will not resume the game that was
being played. After Sleep Mode, the unit automatically returns
to Start Up mode.
ASSEMBLY
Electronic
Toss Across
®
has two components: the Six-Pod
Piece and the Three-Pod Piece. To assemble, first make
sure that the ON/OFF switch is in the OFF (O) position.
Then, plug the Three-Pod Piece into the Six-Pod Piece
as shown. Next, switch the ON/OFF button to ON (l) and
you’re ready to play! NOTE: to disassemble, reverse the
steps above.
BATTERY SAFETY INFORMATION
In exceptional circumstances batteries may leak fluids that
can cause a chemical burn injury or ruin your product. To
avoid battery leakage:
•Non-rechargeable batteries are not to be recharged.
•Rechargeable batteries are to be removed from the product
before being charged [if designed to be removable].
•Rechargeable batteries are only to be charged under adult
supervision [if designed to be removable].
•Do not mix alkaline, standard [carbon-zinc], or rechargeable
[nickel-cadmium] batteries.
•Do not mix old and new batteries.
•Only batteries of the same or equivalent type as recom-
mended are to be used.
•Batteries are to be inserted with the correct polarity.
•Exhausted batteries are to be removed from the product.
•The supply terminals are not to be short-circuited.
•Dispose of batteries safely.
•Do not dispose of this product in a fire. The batteries inside
may explode or leak.
HOW TO REPLACE BATTERIES
Electronic
Toss Across
®
requires 3 AAA batteries [not
included].
Use only Alkaline Batteries. Toy may not function
with other types of batteries.
1.Unscrew battery compartment cover with Phlillips screw-
driver [not incuded] and lift open.
2.Install 3 AAA [LR6] size Alkaline Batteries in compartment.
3.Replace cover by slipping tabs into place, pressing cover
down and screwing shut.
4.If game malfunctions, check the battery installation.
5.Batteries should be changed when sound distorts.
Y
Y
Y
Y
G
R
G
G
G
3 Points
1 Points
2 Points
R = RED G = GREEN Y = YELLOW
R = RED G = GREEN Y = YELLOW
Wall
Hanging
Slot
g
you’re ready to play! NOTE: to disassemble, reverse the
steps above.
P1713-0920
P1713-0922
CONTENTS: 1 Game Base, 6 Bean Bags
THE GAMES
BEFORE YOU BEGIN…
THE GAMES (continued)
5+
Ages
1-6
Players
NOTE: FOR INFORMATION ON HOW TO SELECT A GAME,
SEE “BEFORE YOU BEGIN...” ON OTHER SIDE OF INSTRUCTION SHEET.
®
Select
Game
+
+
+
-
-
-
ELECT. TOSS ACROSS
P1713
0920
11W x 17H
11W x 4.25H
Accordion
One
BLACK
White Offset
70 lb.
INSTRUCTION
Toy:
Toy No.:
Part No.:
Trim Size:
Folded Size:
Type of Fold:
# colors:
Colors:
Paper Stock:
Paper Weight:
FOLDING GUIDE
BATTERY SAFETY INFORMATION
I
n exceptional circumstances batteries may leak fluids that can cause a chemical burn
injury or ruin your product.
To avoid battery leakage:
Non-rechargeable batteries are not to be recharged.
Rechargeable batteries are to be removed from the product before being charged (if
designed to be removable).
Rechargeable batteries are only to be charged under adult supervision (if designed to
be removable).
Do not mix alkaline, standard (carbon-zinc), or rechargeable (nickel-cadmium)
batteries.
Do not mix old and new batteries.
Only batteries of the same or equivalent type as recommended are to be used.
Batteries are to be inserted with the correct polarity.
Exhausted batteries are to be removed from the product.
The supply terminals are not to be short-circuited.
Dispose of batteries safely.
Do not dispose of this product in a fire. The batteries inside may explode or leak.
Protect the environment by not disposing of this product with household waste
(2002/96/EC). Check your local authority for recycling advice and facilities.
Keep these instructions for future reference as they contain important information.
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.
• This equipment has been tested and found to comply with the imits 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
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.
NOTE:
Changes or modifications not expressively approved by the manufacturer responsible for
compliance could void the user’s authority to operate the equipment.”