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  9. Three Forks Sales and Marketing, LLC Redneck Roadkill User manual

Three Forks Sales and Marketing, LLC Redneck Roadkill User manual

Contents:
• (1) Radio Control 1:24 Scale Truck – with working suspension
• (1) Remote Controller – Full Function (forward, back, right, left)
• (3) Break-Apart Varmints (in foam material)
• Bumper sticker, license plate and other decals (to create your own look)
• Instructions including rules for 5 Varmint Smashin’ games.
Ages 14 +
Mother Truckin’Varmint Smashin’ Radio Control
CAUTION – SUPERVISION REQUIRED
Range up to 50 feet
Battery Operated
Full Function Radio Control
              
• We recommend to always use fresh batteries for optimum performance.
• Only use alkaline non-rechargeable batteries.
• Do not mix old and new batteries and never mix alkaline or standard
(carbon-zinc) batteries.
• Non-rechargeable batteries are not to be recharged.
• Rechargeable batteries are to be removed from the toy before being
charged and should only be charged by an adult.
• Batteries are to be inserted with the correct polarity.
• Keep packaging and instructions manual because they contain important
information. Also it is a good place to store your vehicle when not in use.
• Exhausted batteries are to be removed from product and disposed of safely
(and never in a re).
                 
• Changes or modications to this unit not expressly approved by the party
responsible for compliance could void the user’s authority to operate this
product.
• For safe operation of your vehicle, keep wheels free from materials that can
bind them including hands, hair, bers, dust, grit, etc. and keep the battery
connection clean and dry.
• Wipe down your Vehicle if it gets dirty.
• Turn o the vehicle when not in use.
• Users should keep strict accordance with the instruction manual while
operating the product.
• Do not drive Vehicle on public streets or highways as this could cause serious,
personal injuries, and/or property damage.
• Do not drive the Vehicle in water as this could damage the Vehicle.
• Do not deliberately run into hard objects as they may cause damage to the Vehicle.
© 2018 Three Forks Sales and Marketing, LLC. All Rights Reserved. Redneck Roadkill is a registered
trademark of Three Forks Sales and Marketing, LLC. REG. U.S. PAT.& TM. OFF. Retain this information for future reference.
MADE IN CHINA.
If you have any questions or comments, please direct them to Redneck Roadkill™ at the following web address:
[email protected]om
BATTERIES NOT INCLUDED

CONFORMS TO THE SAFETY REQUIREMENTS OF ASTM F963.
Product contents and colors may vary.
Batteries not included and required for vehicle and remote controller.
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.
                                                      
                                                       
NOTE: This equipment has been tested and found to comply with the limits 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 with 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 o 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 dierent from that to which the receiver
is connected.
· Consult the dealer or an experienced radio/TV technician for help.
            
                       
                   
• Follow these controls to operate vehicle correctly.
Remote range approximately 50 feet.
                              
• This product is battery operated and requires 6 batteries.
Vehicle: 4 x AAA batteries (Not included).
Transmitter: 2 x AA batteries (Not included).
• For each the Truck and Transmitter, remove compartment
cover and install batteries in battery box following the correct
polarity as indicated on each battery
compartment. Replace the battery cover.
Alkaline Batteries recommended.
               
• START: Move switch on bottom of vehicle to the “ON” position.
• FORWARD/REVERSE: Push left joystick up to move vehicle
forward and down for reverse.
• LEFT/RIGHT STEERING: Push right joystick left to turn vehicle
left or right to turn right.
FCC CAUTION: Changes or modications not expressly approved
by the party responsible for compliance could void the user’s
authority to operate the equipment.
             
• If vehicle pulls to the left or right
during forward driving, the
Steering Trim may need to be
adjusted (see diagram).
and is located on the
bottom of the vehicle
between the front wheels.
Note: if vehicle steers to the left,
adjust trimmer to the right.
If vehicle steers to the right,
adjust trimmer to the left.
                  
• This product comes with 3 soft
foam break-apart foam varmints.
• During play and when hit by the
truck, the varmint pieces will break
apart. However, they are easy to
reassemble by tting the pieces back
together like a puzzle (see diagram).
           Below are 5 games you can play with
your Truck and varmints. Each may be played with 2
or more players. Feel free to invent your own games too. Note, that these
games are designed to be played one player at a time and cannot be
played simultaneously with multiple vehicles as
they operate on the same frequency.
      
- Player #1 (Driver), places their truck 8’from the closest varmint. Player
#2 (non-Driver) places the 3 varmints randomly on the oor in the same
general area, but no more than 24”apart.
- At READY-SET-GO, Player #1 takes o while Player #2“times” (via cell phone
or watch) how long it takes Player #1 to run over all 3 varmints. The varmints
must be completely run over and broken apart to count.
- “Time” is then recorded onto a scoresheet. Player #2 then takes their turn.
- The winner is the player with the lowest cumulative time over 5 rounds.
              
- To be played like bowling where players take turns.
- Prior to each turn the varmints are set up like bowling pins in a 1-2 conguration
(1 as head pin and 2 set up behind). Each varmint cannot be any closer to each other
than one “squirrel length”.
- Each player gets two“rolls” or passes to knock down as many varmint pins as they can.
- To play, set the truck no less than 4’from the varmint pins. Then going full speed and
without stopping and restarting try to hit as many varmint pins as possible. Players
are allowed to steer the truck during their pass.
- Play 10 frames and note the score after each frame (2 passes).
- Strikes and spares will be scored like regular bowling.
              
- In this game, players try to avoid hitting varmints.
- Players take turns arranging the varmints (one at a time) no more than 12” apart
from each other.
- When all 3 varmints are arranged they represent a slalom-race course (like ski racing)
- Players take turns starting 8’ from the closest varmint and driving“forward” steering
their truck to miss varmints by weaving in and out between them. After passing the
3rd varmint, players go in reverse down the same course to the nish line.
- When Player #1 is driving, then Player #2 is timing the round (and vice versa).
- The time taken to complete the slalom course is then recorded onto a scoresheet.
- The winner is the player with the lowest cumulative time over 5 rounds.
- Note: If you wish to make the slalom-race course more dicult, add other
household items (such as a glass, tennis ball, etc.) to the 3 varmints already included.
             
- Each of the 3 varmints have point denominations:
Squirrel = 1 point
Possum = 2 points
Skunk = 3 points
- Each round is: 30 and over 4 rounds each player must knock out point totals of
1-2-4-6.
- For example, Player #1 may choose on their rst turn to knock out the “4” by running
over the“1” (squirrel) and “3” (skunk), since 1 + 3 = 4. However, during their next turn
they will need to “knock out” a dierent number (either the 1-2-6), and so on, so that
after 4 rounds they will have knocked out all 4 numbers.
- When Player #1 is driving, then Player #2 is timing the round (and vice versa).
- The player with the lowest cume time after 4 rounds is the winner.
            
- Requires a deck of playing cards, however, only using 14 cards; 4 each of the Ace-2-3
and the 2-Jokers. The card numbers relate to the varmints as follows:
Ace = Squirrel
2 = Possum
3 = Skunk
Joker = Wild Card
- The 14 cards are shued and each player is dealt 3 cards from the deck with the
remaining cards in a pile face down.
- During a players’turn they have: 30 to“knock over” one or more of the varmints
matching cards in their hand. After: 30, regardless of how many varmints they have
knocked over, they discard those varmints from their hand and draw one additional
card from the deck. If a player does not knock over a varmint on their turn, they still
draw a card at turns end.
- Play then passes to the left for the next players’ turn:
- For example; Player #1 is dealt a 2-2-3. During their: 30 round they run over the
Possum and the Skunk and, therefore, discard the 2 and 3 from their hand into the
center pile. This leaves them with a 2 remaining in their hand PLUS the new drawn
card at turns end.
- Play then passes to the next player on the left and all varmints are reassembled and
set on the oor. Player #2 takes their turn accordingly.
- During Player #1’s next turn, and in order to win, in: 30 they need to run over the
Possum (2) and whichever varmint matches the number drawn at prior turns end.
- A joker is a wild card and may be used for any varmint a player chooses.
- The object is to be the rst player to discard all cards from their hand.
UP/DOWN LEFT/RIGHT
ON/OFF
STEER RIGHT
STEER LEFT

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