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Cr ros ss sW Wi ir re e T rivia Game USE R’S GUIDE XGT -2043.
READ THIS LICENSE AGREEMENT BEFORE USING ANY BOOKMAN BOOK CARD. YOUR USE OF THE BOOKMAN BOOK CARD DEEMS THA T YOU ACCEPT THE TERMS OF THIS LICENSE. IF YOU DO NOT AGREE WITH THESE TERMS, YOU MA Y RETURN THIS P ACKAGE WITH PURCHASE RECEIPT TO THE DEALER FROM WHICH YOU PURCHASED THE BOOKMAN BOOK CARD AND YOUR PURCHASE PRICE WILL BE REFUNDED.
1 Contents Welcome to the world of BOOK- MAN ® ! With this CrossWire! ® Trivia Game book card, you can test your trivia knowledge by playing 100 different games at three levels of difficulty . CrossWire is a game-show-style trivia game with hosts Stan T isdale and Alexis Roberts.
2 Function Keys CLEAR Clears all entries and scores. MENU Shows the main menus. NEW (red) Clears the current game and goes to the next game. SCORE (green) Shows your current score. FACT (yellow) Shows a Fun Fact, when available. ANSWER (blue) Shows the answers for a category after a round is completed.
3 Getting Started Plus, you will discover how to read the topics in the Instructions menu. The Instructions menu will help you learn how to play a CrossWire game as well as how to develop strategies which you can use in both the CrossWire and HighWire rounds.
4 Once you have installed a book card in your BOOKMAN, you must select which book you want to use. Note: If you change books in the middle of a CrossWire game you will lose your score. 1. T urn your BOOKMAN on. 2. Press CARD . These are sample books. 3.
5 Using the Color Keys The red, green, yellow and blue keys on your BOOKMAN change functions accord- ing to which book is selected. When the built-in book is selected, the color keys function as labelled on the BOOKMAN keyboard. When a book card is selected, the color keys function as labelled on that card.
6 ➤ Follow the Arrows The flashing arrows on the right of the screen show which arrow keys you can press to move around menus or view more text. Reading the Instructions An Instructions menu has been added to help you better understand the rules. Also included in this menu are tips that will help you play better .
7 Playing Cr ossWire Each CrossWire game consists of two rounds, the CrossWire round and the HighWire round. In the CrossWire round you will play three out of the four categories, try- ing to match nine pairs of clues be- fore time runs out.
8 Before you can begin playing CrossWire, you must choose one of three levels of difficulty . Later , you can change the skill level at any time by pressing MENU and highlighting the Level menu. The skill level changes the amount of time you have to match clues, and it shuffles the categories into different game numbers.
9 Selecting a Category In each CrossWire round, you must play three out of the four categories, each of which are drawn from one of fifteen fields of knowledge. Each field of knowledge is indicated by an abbreviation (see “Fields of Knowledge” for the abbreviation list).
10 Playing a Category Each CrossWire category starts by dis- playing a pair of scrambled clues, one on the top and one on the bottom. Each clue on the top has a matching clue on the bottom. Y ou must cycle through the clues and match as many as possible be- fore time runs out.
11 Cr ossWire Tips Playing a Category Here are some tips that you can use in the CrossWire Round that will help you to play better . ➤ Scan Clues Then Match A good strategy in the CrossWire categories is to scan all of the clues first. Then match the pairs you know are correct.
12 Between Categories After you complete a category , you can see the correct answers, see your cur - rent score, or read a Fun Fact about one of the answers before you go on. Note: Not every category will have a Fun Fact. 1. After a round is complete, the following screen appears.
13 The HighWire Round The HighWire Round 2. Use the arrow keys to view the pairs of clues. 3. Press SPACE or ENTER when you think you have a match. Remember to watch out for the bombs! If you try to match a bomb, your game is over and you cannot win a prize.
14 Winning a Prize In the HighWire Round, you have the chance to win some interesting and fun prizes. Here is how many clues you must match to win prizes.
15 Appendices In this section you will learn how to care for your BOOKMAN book cards, and learn how to reset your BOOKMAN if any problems occur . This is also where you will find all of the warranty information as well as the index. Resetting Y our BOOKMAN .
16 Book Card Car e • Do not expose your book cards to heat, cold, or liquids. • Do not put excessive weight on your book cards. LBS. • Do not touch the metal contacts on your book cards.
17 Limited W arranty (U.S. only) FRANKLIN warrants to you that the BOOKMAN PRODUCT will be free from defects in materials and workmanship for one year from purchase.
18 Copyrights and Patents Model: XGT -2043 • size: 5.9 x 4.2 x 0.2 cm • weight: 0.4 oz. © 1996 Franklin Electronic Publishers, Inc., Burlington, NJ 08016-4907 USA. All rights reserved. © 1995 SilverSun All rights reserved CrossWire ® is a registered trademark of SilverSun.
19 Index About screen illustrations 4 Arrows, flashing 6 Bombs 14 Book card care 16 installing 4 removing 4 BOOKMAN resetting 16 troubleshooting 16 turning on 4 Categories in CrossWire playing 10 sele.
20 Index HighWire Round (cont.) scoring 13 viewing answers 13 Instructions menu 6 Instructions, reading the 6 Level, selecting 8 Look before you leap 1 1 Matching pairs of clues 10 Number keys 2 Other.
21 FRB-28047-00 P/N 7201 1 19 Rev A.
Cr ros ss sW Wi ir re e T rivia Game USE R’S GUIDE XGT -2043.
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