Automaten Hoffmann RN5320 User manual

Electronic Dartboard 1
Electronic Dartboard
Unpacking the Game

Electronic Dartboard 2
Unpack your new dartboard carefully, making sure all parts are included. The following
components are included in this set:
•1 Electronic Dartboard
•6 Darts (unassembled)
•Owner’s Manual
This dartboard requires 4 AA (1.5 volt) Batteries to operate.
BATTERIES NOT INCLUDED. Do NOT mix old and new batteries and
do not mix alkaline, standard (caron zinc), or rechargeable (nickel
cadmium) batteries. Do not dispose of batteries in fire, batteries may
explode or leak.

Electronic Dartboard 3
Setup / Mounting Instructions
Choose a location to hang the dartboard where there is about 10 feet of open space in front of the
board. The “toe-line” should be 7’ 9 1/4” from the face of the dartboard
Locate a wall stud and place a mark 75.78” from the floor. This mark is for the top screw hole. For
the bottom screws, you will measure 62.5 inches from the floor. Using a pencil, make a reference
mark very lightly on the wall. (do not drill a hole in the “reference mark” that you have made) You
will then need to place a mark 6.31 inches to the left of that reference mark. That will be the
location for the left side bottom screw. You will then make another mark 6.31 inches to t he right of
the original reference mark you made. That will be the location for the right side screw.
Mount the dartboard on the wall by lining up the holes on the back with the screws. It may be
necessary to adjust the screws until the board fits snugly against the wall.
Center of Bullseye should be 5’ 8” from the floor when finshed
X
X
Wall Stud
Bottom
Screw
62.75”
Top Screw
73.75”
Floor
7’ 9 ¼”
Toe Line
5’ 8” from Floor
to Center of
Bullseye
Dartboard

Electronic Dartboard 4
Dartboard Functions
POWER button -Press to turn game on or off. Dartboard has an automatic suspend mode to
conserve power and battery life (if using batteries). The dartboard will make sound effect and
display “SLEEP” on the display after approximately 3 minutes of non-use. However, the scores are
stored in memory and can be restored by pressing any button.
START button - This multi-function button is used to:
•START the game when all options have been selected.
•CHANGE to the next player when one player is finished with his round.
This will put dartboard in HOLD status between rounds to allow player to
remove darts from the target area.
GAME buttons -Press to page through the on-screen game menu.
PLAYER buttons – Press to change number of player or team option
SOUND buttons – Press to adjust voice volume
DOUBLE/MISS buttons –This button is used to activate the Double In/Double Out options for the
“01” games. This function is only active when selecting 301, 401, etc. games. The MISS feature is
active during play of any game. Press button to register a “missed” dart. Player can press when
dart lands outside target area so computer registers a thrown dart.
RESET button – Press to clear display and reset dartboard to opening sound.
CYBERMATCH button – Press to activate Cybermatch feature where you can play against the
computer. Press continually to cycle through the 5 different skill levels. See page 7 for detailed
instructions.
Electronic Dartboard Operation
1. Press the POWER button to activate dartboard. A short musical introduction is played as the
display goes through power-up test.
Press GAME buttons until desired game is displayed
Press PLAYER button to select the number of players (1, 2, 3, 4, t 1-1, t 2-2,
t 3-3, t 4-4) The default setting is 2 players.
Press START button to activate game and begin play.
Throw darts
•The dart indicator display is represented by dart icons. The
number of darts displayed indicate the remaining throws for the active
player.
•When all 3 darts have been thrown, a voice command will indicate “next

Electronic Dartboard 5
player” and the score will flash. The darts can now be removed without
affecting the electronic scoring. When all darts are removed from the
playing surface press the START button to go to next player. Voice
command will indicate which player is up.
Team Play
In addition to scoring for up to 4 players, this dartboard is capable of keeping score for team play
up to a maximum of 4 two-person teams (8 individuals). To enter team play mode, press PLAYER
button continually until a “t” appears on the display. Each team option is illustrated below:
t 2-2 2 teams, 4 individual players
(1st team-players 1&3, 2nd team-players 2&4)
t 3-3 3 teams,6 individual players
(1st team-players 1&4, 2nd team-players 2&5, 3rd team-players 3&6
t 4-4 4 teams,8 individual players
(1st team-players 1&5, 2nd team-players 2&6, 3rd team-players 3&7, 4th team-players 4&8)
During team play, team members combine their scores to arrive at a team score.

Electronic Dartboard 6
Caring for your Electronic Dartboard
1. Never use metal tipped darts on this dartboard. Metal tipped darts will seriously damage
the circuitry and electronic operation of this dartboard.
2. Do not use excessive force when throwing darts. Throwing darts too hard will cause
frequent tip breakage and cause excess wear on the board.
3. Turn darts clockwise as you pull them from the board. This makes it easier to remove
darts and extends the life of the tips.
4. Remove the batteries when not in use. This will prolong the life of your batteries.
5. Do not spill liquids on the dartboard. Do not use spray cleaners, or cleaners that contain
ammonia or other harsh chemicals as they may cause damage.
Automatic Suspend Mode Feature
The dartboard will automatically suspend if no action occurs within approximately three minutes.
This is designed to save power or battery life. A sound effect will play and the display will indicate
“SLEEP” (see below). All scores will be stored in memory and play will resume when any button is
pressed.
S l -
E e p
Display in Sleep Mode

Electronic Dartboard 7
CyberMatch Feature
This exciting feature allows solo player to play against the computer at one of five
different levels of skill – only 1 player can compete against the CyberMatch competitor.
This adds a level of competition to normally routine practice sessions.
To activate the CyberMatch opponent:
1. Select the Game you wish to play
2. Press CYBERMATCH button
Select CyberMatch opponent skill level by pressing the CYBERMATCH button
continually
CyberMatch Levels
Level 1 Professional
Level 2 Advanced
Level 3 Intermediate
Level 4 Novice
Level 5 Beginner
3. Press START to begin play
When play begins:
The ‘human’ player throws first. After 3 darts are thrown, go to the board to take darts out
and press START to change to the next player (CyberMatch). Watch as the CyberMatch
opponent’s dart scores are registered on the display. After the CyberMatch opponent
completes his round, the board will automatically reset for the “human” player. Play
continues until one player wins. Good luck!

Electronic Dartboard 8
Game Menu *indicates Lighted games
G01
301
G44
Round the clock 10 triples
G02
401
G45
Round the clock 15 triples
G03
501
G46
Killer
G04
601
G47
Double down
G05
701
G48
Double down 41
G06
801
G49
All fives 51
G07
901
G50
All fives 61
G08
Cricket
G51
All fives 71
G09
No-score cricket 1*
G52
All fives 81
G10
No-score cricket 2*
G53
All fives 91
G11
Pick IT No-score cricket*
G54
Shanghai 1
G12
Scram
G55
Shanghai 5
G13
Cut throat cricket
G56
Shanghai 10
G14
Count up 300
G57
Shanghai 15
G15
Count up 400
G58
Golf-9 holes
G16
Count up 500
G59
Golf-18 holes
G17
Count up 600
G60
Football
G18
Count up 700
G61
Bowling
G19
Count up 800
G62
Baseball-6 inning
G20
Count up 900
G63
Baseball-9 inning
G21
Count up 999
G64
Steeplechase*
G22
Hi Score (3 rounds)
G65
Hurdle*
G23
Hi Score (4 rounds)
G66
Shove a penny
G24
Hi Score (5 rounds)
G67
Nine dart century
G25
Hi Score (6 rounds)
G68
Color Shot (Light off) *
G26
Hi Score (7 rounds)
G69
Color Shot(Light up) *
G27
Hi Score (8 rounds)
G70
Speed wheel *
G28
Hi Score (9 rounds)
G71
ROUND A BOUT(Beginner) *
G29
Hi Score (10 rounds)
G72
ROUND A BOUT(Int.) *
G30
Hi Score (11 rounds)
G73
ROUND A BOUT(Adv.) *
G31
Hi Score (12 rounds)
G74
Pick-It Cricket
G32
Hi Score (13 rounds)
G75
Light Up Warfare *
G33
Hi Score (14 rounds)
G76
Light off warfare *
G34
Round the clock 1 single
G77
Helicopter(Beginner) *
G35
Round the clock 5 single
G78
Helicopter(Int.) *

Electronic Dartboard 9
G36
Round the clock 10
single
G79
Helicopter(Adv.) *
G37
Round the clock 15
single
G80
Helicopter(Exp.) *
G38
Round the clock 1
doubles
G81
Memory *
G39
Round the clock 5
doubles
G82
Sharpshooter*
G40
Round the clock 10
doubles
G83
ADD IT UP(Game to 11) *
G41
Round the clock 15
doubles
G84
ADD IT UP(Game to 15) *
G42
Round the clock 1 triples
G85
ADD IT UP(Game to 21) *
G43
Round the clock 5 triples
G86
Tug of war*

Electronic Dartboard 10
301
This popular tournament and pub game is played by subtracting each dart from the starting total
until the player reaches exactly 0 (zero). If a player goes past zero it is considered a “Bust” and the
score returns to where it was at the start of that round. For example, if a player needs a 32 to finish
the game and he/she hits a 20, 8, and 10 (totals 38), the score goes back to 32 for the next round.
In playing the game, the double in / double out option can be chosen (double out is the most widely
used option). Simply press the “DOUBLE” button to change this setting. LED indicators will
display your current setting:
•Double In - A double must be hit before points are subtracted from the total.
In other words, a player’s scoring does not begin until a double is hit.
•Double Out - A double must be hit to end the game. This means that an
even number is necessary to finish the game.
•Double In and Double Out - A double is required to start and end scoring
of the game by each player.
CRICKET
Cricket is a strategic game for accomplished players and beginners alike. Players throw for
numbers best suited for them and can force opponents to throw for numbers not as suitable for
them. The object of Cricket is to “close” all of the appropriate numbers before one’s opponent
while racking up the highest number of points.
Only the numbers 15 through 20 and the inner/outer bullseye are used. Each player must hit
a number 3 times to “open” that segment for scoring. A player is then awarded the number of
points of the “open” segment each time he/she throws a dart that lands in that segment, provided
their opponent has not closed that segment. Hitting the double ring counts as two hits, and the
triple ring counts as 3 hits.
Numbers can be opened or closed in any order. A number is “closed” when the other player(s) hit
the open segment 3 times. Once a number has been “closed”, any player for the remainder of the
game can no longer score on it.
Winning - The side closing all the numbers first and accumulating the highest point total is the
winner. If a player “closes” all numbers first but is behind in points, he/she must continue to score
on the “open” numbers. If the player does not make up the point deficit before the opposing
player(s) “closes” all the numbers, the opposing side wins. Play continues until all segments are
closed - the winner is the player with the highest score.

Electronic Dartboard 11
NO-SCORE CRICKET
Same rules as standard Cricket except there is no point scoring. The object of this version is to be
the first to simply “close” all the appropriate numbers (15 through 20 and the bullseye).
SCRAM
(For 2 players only)
This game is a variation of Cricket. The game consists of two rounds. The players have a different
objective in each round. In round 1, player 1 tries to “close” (score 3 hits in each segment - 15 to
20 and bullseye). During this time, player 2 attempts to rack up as many points in the segments
that the other player has not yet closed. Once player 1 has closed all segments, round 1 is
complete. In round 2, each player’s roles are reversed. Now, player 2 tries to close all the
segments while player 1 goes for points.
The game is over when round 2 is complete (player 2 closes all segments). The player with the
highest point total is the winner.
CUT-THROAT CRICKET
Same basic rules as standard Cricket except once scoring begins, points are added to your
opponent(s) total. The object of this game is to end up with the fewest points. This variation of
Cricket offers a different psychology to the players. Rather than adding to your own score and
helping your own cause as in standard Cricket, Cut-Throat offers the benefit of racking up points for
your opponent(s), digging him in a deeper hole. Competitive players will love this variation!
Pick it Cricket
This game is very similar to standard cricket. Instead of using the traditional segments used in
standard cricket, (15,16,17,18,19,20, & Bullseye) players face new and unfamiliar targets randomly
selected by the computer. The game will consist of six random segments and Bullseye. All other
rules apply as detailed in standard Cricket.
COUNT-UP
The object of this game is to be the first player to reach the specified point total. Point total is
specified when the game is selected. Each player attempts to score as many points as possible
per round. Doubles and triples count 2 or 3 times the numerical value of each segment. For
example a dart that lands in the triple 20 segment is scored as 60 points. The cumulative scores
for each player will be displayed in the LED display as the game progresses.
Adjustable Difficulty Settings for Count-Up include 400, 500, 600, 700, 800, 900, and 999.
To change to these more difficult settings, simply press the SELECT button. Each option is played
exactly as outlined above with the exception of the total necessary to win the game. For example,
in Count-Up 500, the first player to reach 500 points is the winner.
HIGH SCORE

Electronic Dartboard 12
The rules for this competitive game are simple - Rack up the most points in three rounds (nine
darts) to win. Doubles and triples count as 2x and 3x that segment’s score respectively.
Adjustable Difficulty Settings for High Score include 4 rounds, 5 rounds, ... 14 rounds. Each
option is played exactly as outlined above with the exception of the number of rounds in the game.
For example, in High Score 7 rounds, the player with the most points after 7 rounds is the winner.
ROUND-THE-CLOCK
Each player attempts to score in each number from 1 through 20 and bullseye in order. Each
player throws 3 darts per turn. If a correct number is hit, he/she tries for the next number in
sequence. The first player to reach 20 is the winner. The display will indicate which segment you
are shooting for. A player must continue shooting for a segment until it is hit. The display will then
indicate the next segment you should shoot for.
There are many difficulty settings available for this game. Each game has the same rules, the
differences are detailed as follows:
•ROUND-THE-CLOCK 5 - Game starts at segment number 5
•ROUND-THE-CLOCK 10 - Game starts at segment number 10
•ROUND-THE-CLOCK 15 - Game starts at segment number 15
Since this game does not utilize point scoring, the double and triple rings count as single numbers.
ROUND-THE-CLOCK Double - Player must score a Double in each segment from 1 through 20 in
order.
•ROUND-THE-CLOCK Double 5 - Game starts at double segment 5
•ROUND-THE-CLOCK Double 10 - Game starts at double segment 10
•ROUND-THE-CLOCK Double 15 - Game starts at double segment 15
ROUND-THE-CLOCK Triple - Player must score a Triple in each segment
from 1 through 20 in order.
•ROUND-THE-CLOCK Triple 5 - Game starts at triple segment 5
•ROUND-THE-CLOCK Triple 10 - Game starts at triple segment 10
•ROUND-THE-CLOCK Triple 15 - Game starts at triple segment 15

Electronic Dartboard 13
KILLER
This game will really show who your friends are. The game can be played with as few as two
players, but the excitement and challenge builds with even more players. To start, each player
must select his number by throwing a dart at the target area. The LED display will indicate “SEL” at
this point. The number each player gets is his assigned number throughout the game. No two
players can have the same number. Once each player has a number, the action starts.
Your first objective is to establish yourself as a “Killer” by hitting the double segment of your
number. Once your double is hit, you are a “Killer” for the rest of the game. Now, your objective is
to “kill” your opponents by hitting their segment number until all their
“lives” are lost. The last player to remain with lives is declared the winner. It is not uncommon for
players to “team up” and go after the better player to knock him out of the game.
Adjustable Difficulty Settings for Killer include 7 lives, 8 lives, ... 14 lives. Each option is
played exactly as outlined above with the exception of the number of lives each player has in the
game. In addition, for those who really want a challenge, there are three additional difficulty
settings: Doubles 3 lives, Doubles 5 lives, and Doubles 7 lives. In these games, you can only “Kill”
opponents by scoring doubles in their number segment.
DOUBLE DOWN
Each player starts the game with 40 points. The object is to score as many hits in the active
segment of the current round. The first round, the player must throw for the 15 segment. If no 15’s
are hit, his score is cut in half. If some 15’s are hit, each 15 (doubles and triples count) is added to
the starting total. The next round players throw for the 16
segment and hits are added to the new cumulative point total. Again, if no hits are registered, the
point total is cut in half.
Each player throws for the numbers as indicated in the chart below in order (the LED screen will
indicate the active segment in which to throw). The player who completes the game with the most
points is the winner.
15 16 D 17 18 T 19 20 B TOTAL
Player 1
Player 2
Any Double
Any Triple

Electronic Dartboard 14
Forty One
This game follows similar rules as standard Double Down as described above with two exceptions.
First, instead of going from 15 through 20 and bullseye, the sequence is reversed which will be
indicated on the LED display. Second, an additional round is included toward the end in which
players must attempt to score three hits that add up to 41 points (20, 20, 1; 19, 19, 3; D10, D10, 1:
etc.). This “41” round adds an extra level of difficulty to the game. Remember, a player’s score is
cut in half if not successful, so the “41” round presents quite a challenge!
20 19 D 18 17 T 16 15 41 B TOTAL
Player 1
Player 2
ALL FIVES
The entire board is in-play for this game (all segments are active). With each round (of 3 darts)
each player has to score a total which is divisible by 5. Every “five” counts as one point. For
example 10, 10, 5 = 25. Since 25 is divisible by 5 fives, this player scores 5 points (5 x 5 = 25).
If a player throws 3 darts that are not divisible by 5, no points are given. Also, the last dart of each
round must land in a segment. If a player throws the third dart and it lands in the catch ring area
(or misses the board completely), he earns no points even if the first two darts are divisible by 5.
This prevents a player from “tanking” the third throw if his first two are good. The first player to total
fifty-one (51) “fives” is the winner. The LED screen will keep track of the point totals.
Adjustable Difficulty Settings for All Fives include 51, 61, 71, 81, and 91. Each option is
played exactly as outlined above with the exception of the number of points (or fives) it takes to win
the game.
Any Double
Any Triple
“41” Round

Electronic Dartboard 15
SHANGHAI
Each player must progress around the board from 1 through 20 in order. Players start at number 1
and throw 3 darts. The object is to score the most points possible in each round of 3 darts.
Doubles and triples count toward your score. The player with the highest score after completing all
twenty segments is the winner.
Adjustable Difficulty Settings for Shanghai include the following options:
•SHANGHAI 5 -Game starts at segment 5
•SHANGHAI 10 - Game starts at segment 10
•SHANGHAI 15 - Game starts at segment 15
In addition, we added Super Shanghai as a difficulty option. This game is played exactly as
described above except various doubles and triples must be hit as specified by the LED display.
Adjustable Difficulty Settings for Super Shanghai include the following options:
•SUPER SHANGHAI 5 -Game starts at segment 5
•SUPER SHANGHAI 10 - Game starts at segment 10
•SUPER SHANGHAI 15 - Game starts at segment 15
GOLF
This is a dartboard simulation of the game golf (but you don’t need clubs to play). The object is to
complete a round of 9 through 18 “holes” with the lowest score possible. The Championship
“course” consists of all par 3 holes making par 27 for a nine hole round or 54 for a round of 18.
The segments 1 through 18 are used with each number representing a “hole.” You must score 3
hits in each hole to move to the next hole. Obviously, double and triples affect your score as they
allow you to finish a hole with fewer strokes. For example, throwing a triple on the first shot of a
hole it is counted as an “eagle” and that player gets a completes that hole with 1 “stroke.”
Note: The active player continues to throw darts until he “holes out” (scores 3 hits on the
current hole). The voice announcer will indicate the player that is up - listen carefully to avoid
shooting out of sequence. By the way, there are no “gimmes” in this game!
FOOTBALL
Strap your helmet on for this game! The first thing necessary is to select each player’s “playing
field.” This can be done by throwing a dart or by manually pressing a segment on the board by
each player. This is entirely up to you, but whichever segment is selected becomes your starting
point which carries through the bullseye and directly across to the other side of the bullseye (see
diagram).
For example, if you select the 20 segment, you start on the double 20 (outer ring) and continue all
the way through to the double 3. The “field” is made up of 11 individual segments and must be hit
in order. So, keeping with the example above, you must throw darts in the following segments in
this order:

Electronic Dartboard 16
Double 20 ... Outer Single 20 ... Triple 20 ... Inner Single 20 ... Outer Bullseye ... Inner Bullseye ...
Outer Bullseye ... Inner Single 3 ... Triple 3 ... Outer Single 3 ... and finally a Double 3.
The First player to “score” is the winner. The LED display will keep track of your progress and
indicate the segment you need to throw for next.
BASEBALL
This dartboard version of baseball takes
a great deal of skill. As in the real game,
a complete game consists of 9 innings.
Each player throws 3 darts per “inning.”
The field is laid out as shown in the diagram.
Segment Result____________
Singles segments “Single” - one base
Doubles segment “Double” - two bases
Triples segment “Triple” - Three bases
Bullseye “Home Run” (can only
be attempted on third
dart of each round)
The object of the game is to score as many runs as possible each inning. The player with the most
runs at the end of the game is the winner.
STEEPLECHASE
The object of this game is to be the first player to finish the “race” by being the first to complete the
“track.” The track starts at the 20 segment and runs clockwise around the board to the 5 segment
and ends with a bullseye. Sounds easy right? What has not yet been specified is that you must hit
the inner single segment of each number to get through the course. This is the area between the
bullseye and the triples ring. And, as with a real
steeplechase, there are obstacles throughout the course to hurdle. The four hurdles are found at
the following places:
•1st fence Triple 13 •2nd fence Triple 17
•3rd fence Triple 8 •4th fence Triple 5
The first player to complete the course and hit the bullseye wins the race.

Electronic Dartboard 17
BOWLING
This dartboard adaptation of bowling
is a real challenge! It is a difficult game
in that you must be very accurate to rack
up a decent score. Player one starts the
game. You must select your “alley” by
either throwing dart or manually pressing
segment of choice. Once alley is selected,
you have 2 remaining darts to throw in
which to score points or “pins.” Each
specific segment in your “alley” is worth a
given pin total:
Segment Score
Double 9 pins
Outer Single 3 pins
Triple 10 pins
Inner Single 7 pins
There are several rules for this game as follows:
1. A perfect game score would be 200 in this version of bowling
2. You cannot hit the same singles segment twice within the same “frame” (round). The second
hit will count as zero points. Hint: Try to hit each single to reach 10 points in the frame.
3. You can score 20 points per “frame” by hitting the triple segment twice.
4. Hitting the double segment with your second dart will only count as 10 points if you scored a
double on your first throw. Otherwise you will score a total of 9 points by throwing a double
with your second dart.

Electronic Dartboard 18
SHOVE A PENNY
Only the numbers 15 through 20 and the bullseye are used. Singles are worth 1 point, doubles are
worth 2, and triples are worth 3 points. Each player must throw for the numbers in order with the
objective of scoring 3 points in each segment to move on to the next. If a player scores more than
3 points in any one number, the excess points are given to the next player. The first player to
score 3 points in all segments (15 - 20 and bull) is the winner.
NINE-DART CENTURY
The object of this game is to attempt to score 100 points, or come as close as possible, after 3
rounds (9 darts). Doubles and triples count as 2x and 3x their value respectively. Going over 100
points is considered a “bust” and causes you to lose unless all players go over. In that case, the
player closest to 100 wins (player that scored the lowest amount over 100.
Warfare
In this 2-player game, the dartboard is a battleground divided into two halves. The first player to
hit all of the opposing segments (armies) wins the game. Segments do not have to be hit in order.
Player 1 is the “TOP” army and shoots darts at the bottom sections of the board.
Player 1 needs to hit bottom segments (6, 10, 15, 2, 17, 3, 19, 7, 16, 8)
Player 2 is the “BOTTOM” army and shoots for the top section of the dartboard
Player 2 needs to hit top segments (11, 14, 9, 12, 5, 20, 1, 18, 4, 13)
Adjustable difficulty settings are as follows:
BATTLEGROUND DOUBLES:
•Players shoot for double segments only to eliminate opponent’s armies
BATTLEGROUND TRIPLES:
•Players shoot for triple segments only to eliminate opponent’s armies
BATTLEGROUND with GENERALS
This variation of the game includes one more obstacle to accomplish. Players must capture the
“general” after all segments (armies) have been hit to win the game. One hit on the bullseye will
capture the general. Hits to the bullseye will not count if all segments are not first closed.

Electronic Dartboard 19
The top cricket scoring display on the dartboard shows player 1’s army segments. Player 2’s army
segments are in the second row. Each time a segment is hit, the corresponding light will shut off.
Follow the scoreboard map on the next page to keep track of which segments you need to hit to
win.
Player 1’s Army
ARMY
Player 2’s Army
ARMY

Electronic Dartboard 20
Advanced Warfare
The rules are the same as standard Battleground except now there are land mines on the
battlefield!
Players must be careful to avoid the land mines located in the Triple and Double rings of opponents
segment numbers.
Any player that hits a double or triple ring on the opposing teams battlefield will lose an army of his
or her own. For example, if player 1 mistakenly hit the triple ring of the “6” segment, they would
lose their own army at the “11” segment. A mine can only be set off once in each segment per
game.
12
20
18
11
B
6
7
3
2
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