MGA Entertainment little tikes Play Home Hours of Fun 4-in-1 Backyard... User manual

5+
SKU: 656941
For Up to 8 Players
ADULT ASSEMBLY REQUIRED
1
4
A. Carrying Case
B. 12 Pins
C. 2 Throwing Batons
D. 2 Throwing Rings
E. 1 Decal Sheet
CONTENTS
A. B.
C. 123
6
54
7 8 9
121110
D. E.
Assembly
23
6
54
7 8 9
121110
Remove the numbers from the decal sheet and
stick them onto the pins.
1
Illustrations are for reference only. Styles may vary from actual contents.
Remove the top half of the
carrying case.
Stack three pins. Repeat for
the rest of the pins.
Place the stacked pins in the
slots of the carrying case.
Then, replace the top half.
Store the rings and batons.
Insert the batons into the slot
at an angle and then snap
into the claw.
1
1
2
3
1
2
6
1
2
9
1
2
12
2
34
1
2
3
1
2
6
1
2
9
1
2
12
1
2
3
1
2
61
2
91
2
12
The Little Tikes Company makes fun, high quality toys. We warrant to the original purchaser that this product is free of defects in
materials or workmanship for one year * from the date of purchase (dated sales receipt is required for proof of purchase). At the sole
election of The Little Tikes Company, the only remedies available under this warranty will be the replacement of the defective part or
replacement of the product. This warranty is valid only if the product has been assembled and maintained per the instructions. This
warranty does not cover abuse, accident, cosmetic issues such as fading or scratches from normal wear, or any other cause not
arising from defects in material and workmanship. *The warranty period is three (3) months for daycare or commercial purchasers.
U.S.A and Canada: For warranty service or replacement part information, please visit our website at www.littletikes.com, call
1-800-321-0183 or write to: Consumer Service, The Little Tikes Company, 2180 Barlow Road, Hudson OH 44236, U.S.A. Some
replacement parts may be available for purchase after warranty expires—contact us for details. Outside U.S.A and Canada: Contact
place of purchase for warranty service. This warranty gives you specic legal rights, and you may also have other rights, which vary
from country/state to country/state. Some countries/states do not allow the exclusion or limitation of incidental or consequential
damages, so the above limitation or exclusion may not apply to you.
IMPORTANT INFORMATION
Keep these instructions for future reference.
Do not throw the pins, batons or rings at people, pets, or their eyes.
Hours of Fun 4-in-1 Backyard Games® is intended for outdoor use only.
Store indoors, as outdoor weather conditions or moisture of any kind may damage the battle pins and its contents.
LIMITED WARRANTY
STORING
Please keep this manual as it contains important information.
© The Little Tikes Company, an MGA Entertainment company.
LITTLE TIKES® is a trademark of Little Tikes in the U.S. and other
countries. All logos, names, characters, likenesses, images, slogans,
and packaging appearance are the property of Little Tikes.
Printed in China • 0720-0-E/INT www.littletikes.com
www.littletikes.co.uk
www.littletikes.com.au
MGA Entertainment (Netherlands) B.V.
Baronie 68-70, 2404 XG
Alphen a/d Rijn, The Netherlands
www.mgae.de
Little Tikes Consumer Service
2180 Barlow Road
Hudson, Ohio 44236 U.S.A.
1-800-321-0183
MGA Entertainment UK Ltd.
50 Presley Way, Crownhill, Milton
Keynes, MK8 0ES
Bucks, UK
support@LittleTikesStore.co.uk
Tel: +0 800 521 558
Imported by MGA Entertainment
Australia Pty Ltd
Suite 2.02, 32 Delhi Road
Macquarie Park NSW 2113
1300 059 676
Hours of Fun 4
-in-
1
Backyard Games
®

4
1
23
23
Setup
Knock the pins down and be the rst to score 40 points.
PRECISION BOWLING
2 PLAYERS OR 2 TEAMS
On a at surface, arrange the pins in the order shown (Fig.1).
Stand 10 feet away from the pins.
Game Play
The rst player will toss the baton using an underhand motion. (Fig. 2)
Knock down a pin. Your score is the number that is located on top of the pin. If you knock down multiple pins, then each pin is
worth one point. (E.g. If you knock down the pin with the number 2, then you earned 2 points. If you knocked down pins 1, 2
and 5, then your score is 3 points.)
Pins leaning on each other don’t count. To score the points, the pins should land at on the ground.
Alternate turns and pick up the pins in the location they landed for the next player.
The winner is the player or team that gets 40 points rst without going over. If you go over 40 points, your score will drop to 20.
The rst player will swing the ring and aim for pin number 1 from the starting point (pin 12).
If the rst player successfully knocks it down, they move to where pin number 1 is located
and stand it up. Then, from that location, the player will aim for pin number 2.
If the ring lands on the pin, it still counts and you continue your turn. (Fig. 3)
If you miss, remember where you left o, as this will be your starting point when it is your
turn again. (E.g. If you missed pin number 5, then you will start at pin number 4 and then try
again to knock down pin number 5.)
The next player will take their turn from the starting point (pin 12).
Once a player successfully knocks down pin number 12, the rest of the players have one
more chance to complete their sequence. If they all fail, the player who knocked over pin
number 12 rst is the winner.
Be the rst to knock down all 12 pins in numerical order.
On a at surface, place the pins across the play area in a random order.
Players will begin from wherever pin number 12 is located.
Toss the rings and be the rst to score 15 points.
Remove the top half of the carrying case.
Flip it sideways and replace the top half. (Fig. 4)
Insert four pins into the four outer openings from the bottom as shown (Fig. 5).
10 ft.
1
2
3
4
6
7
8
5
9
10
11
12
Stand 10 feet away.
Swing the ring and try to successfully get it onto the pins.
Players score 1 point for getting the ring on the pins and 5 points for getting the ring around the handle.
If you miss, the next player will take a turn.
The winner is the player or team that gets 15 points rst.
Be the rst to capture your opponent’s pins.
Two players will set up at least 15 feet apart from each other.
Each player will set up 6 pins in front of them.
The pins should be a foot apart from each other.
15 ft.
1 Foot
Fig. 1
1
23
4
1
2
3
4
6
7
8
59
10
11
12
Fig. 2
Fig. 5
The rst player will toss the baton and try to knock the opponent’s pins.
If the pin falls down, the player claims that pin and adds it to her/his
row. (Fig. 6)
Alternate turns.
The winner is the player or team that claims all 12 pins at once.
Fig. 6
Fig. 4
10 ft.
Game Guide
Start
1
2
3
4
6
7
8
5
9
10
11
12
Fig. 3
1
2
3
4
6
7
8
5
9
10
11
12
Sudden Death
If more than one player successfully knocks down all 12 pins, the game goes into sudden death.
The game begins again at pin number 12. In this round, each player gets one nal turn. Whoever
gets the furthest in the sequence is the winner.
If all players knock down all 12 pins, then the game is a tie.
RING TOSS
2 PLAYERS OR 2 TEAMS
Setup
Game Play
Setup
Game Play
Setup
Game Play
CAPTURE THE PINS
2 PLAYERS OR 2 TEAMS
PIN SEQUENCE
UP TO 8 PLAYERS
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