background image

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.”

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