USER’S GUIDE:
GAMEBREAKER TRIVIA CHALLENGE
MODEL NO.: NF-05
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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
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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
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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
CLOCKSTHE 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.
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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 ‘Heads’or
‘Tails’while 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.*
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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 ‘Heads’or ‘Tails’while 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.
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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.
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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 “Touchback”and should not flick
the spinner.
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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.
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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.
MINICAMP
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!
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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.
2MINUTE 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
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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.
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NOTES
“Most football teams are temperamental.
That’s 90% temper and 10% mental.”
—Doug Plank
14
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NOTES
“Pro football is like nuclear warfare.
There are no winners, only survivors.”
—Frank Gifford
15
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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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