Hi rfranklin66 +
I made a PDF: from the schema -> http://www.ipdb.org/machine.cgi?id=2262 -> 587 KB PDF Schematic Diagram I copied some parts into my PDF.
About Your problem (Number-Match-Unit does not step): I would do "Test-N-1-Jumper together with Test-N-2-Jumper - but (first) please read the whole text following:
How do I test with Jumper-Cables ?
I have several Jumper-Cables. Each Cable has a "Gator-Clamp" attached to one side of the Cable. And each Cable has a "Gator-Clamp" attached to the other side of the Cable.
Lets say "Your Coin-Relay does not work (it never gets active)".
Whenever You are "just working on the pin": PULL THE LINE CORD ! Plug in, start a game etc. WHEN TESTING.
First find the "Good side of the 50-Volt-10-Ampere-Fuse" - on my PDF I marked it with "99". DO NOT USE THE LUG ON THE TRANSFORMER (4) - You want to "Fuse blows" in case You do something wrong / something is wrong in the pin.
(line cord is pulled) I set a Jumper-Cable "A" from 99 to the lug-on-coil-of-coin-relais, where a wire (color: Black-Red) is soldered on". I plug in the Line-Cord, turn on the main switch and start a game.
If the Coin-Relay NOW gets active -> somewhere in the way "99" -> -> switch on Delay-Relay -> -> "lug on the Coin-Relay": In there must be the fault.
If the Coin-Relay (still) does not get active -> I LET JUMPER-CABLE-A as is (clipped-on on both sides).
I take another Jumper-Cable-B, clip-on onto "the-other-side-of-the-Coil of the Coin-Relay". I start a game and then make a "grace-shot" with the end of Jumper-Cable-B hitting "Transformer-8 (where wire-yellow is soldered on).
If the Coin-Relay does not get active: The Coil of the Coin-Relay is badly damaged / not working -> the coil must be replaced.
If the Coin-Relay gets active: I take "Jumper-Cable-B" away and mount the Cable as "Jumper-Cable-C". I make a test - Maybe I do "Jumper-Cable-D". By doing this ("A", "B", "C", "D") I can find out if (and where-in-between) a wire has broken / a switch is faulty.
Lets say "Your Coin Unit does not step up".
I start with Jumper-Cable-E (similar to Jumper-Cable-A) -> then Jumper-Cable-F, then -G, then -H, then I, then -J, then -K, then -L.
Lets say "Your 10-Point-Chime does never sound".
I might start my tests with two Jumper-Cables-M-1 and -M-2: I clip-on these two Jumper-Cables and have the two other ends of the cables outside the pin. I start a game an try a "Grace-Shot" - connecting (for a short time) M-1 and M-2.
Finally rfranklin66 (Your No-Match-Unit-Coil):
Pull the Line-Cord. Make a connection "N-1" (a Jumper-Cable) and make (another Jumper-Cable) the connection "N-2". Plug-in the Line-cord, start a game -> make (10) Points -> the 10-Point-Chime rings -> and the No-Match-Unit ??? If it does not move: The coil of the No-Match-Unit is bad -> replace it. If the No-Match-Unit steps by now -> Make Test-O-1 / -O-2 (Maybe make tests similar to "E", "F", "G", "H", "I", "J", "K", "L".
(in short - as usual) "How to test with Jumper-Cables". Greetings Rolf
Jumper-Cable-Tests.PDF