Hasbro pirates of the caribbean zeeroverspel Owner Manual


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Hasbro pirates of the caribbean zeeroverspel Owner Manual | Manualzz

ACES 8+ / For 2 Players

--$-

-

1. Be the

3

objectives

to

choose

from:

first

to

capture enoug

8

ASSEMBLY

TJ

1. Pegs: Remove pegs from the plastic bags and discard

5 the empty bags. Each player then takes half of the red and white pegs and places them in the storage chests in the base of the

Command Center.

2. Ships: Carefully detach the ship cards from the cardboard parts sheets. Discard all cardboard waste.

3. Labels: Following the illustrations in Figures 1A and 1 B, apply the labels from the label

sheet

tu both sides of the Command Center base, grid and top. Discard the used label sheet.

Figure 18 Figure 1 B

TOP abels

Grid

Base

Figure 2

BEFORE WE BEGIN

...

Let's take a look a t the ship cards

Figure 3 Each ship is assigned a number from 7 to 6.

There are 12 ships to choose from and each ship has 3 separate cards, each one showing the ship in a different position.

Each card lists a point value indicating its worth if it is captured as well as how many hits are needed to capture it.

Each ship has a special power that can be used during gamepry

I

These are described on each card.

1~%rsdn~~moom*ue

.

I l l p ~ ~ d l b r c u ~ n L

Hit this an( i you immediately capture the card regardless of any other hits or misses on it.

"Sweet Spots" are indicated by the green X.

Place the 36 ship cards on the table with all of the skulls facing up (IMPORTANT: Keep the card side showing the ships'

"Sweet Spots" facing down on the table so no one can see them).

It is easiest to choose if the ships are positioned in sets in descending order. For example, all of the Krakens (Is), all of the Flying

Dutchmans (1 s), all of the Black Pearls (2s), etc.

The player whose birthday is closest to today is Player 1. Player 1 selects one ship card. Player 2 then selects twq $hip cards. Then, in turn, players alternate selecting one card a t a time until both have six cards.

Players 1 and 2 cannot choose the same ship. For example, if Player

1 chooses a Flying Dutchman ship card, Player 2 cannot choose one of the remaining Flying Dutchman cards. After a ship is chosen, put that ship's remaining cards off to the side out of play. They won't be used this game.

L_

Players 1 and 2 must each have one, and only one, ship card of each number 1 through 6. For example, each player must have a 1, a 2, a 3, a 4, a 5, and a 6 and neither player should have more than one number; for example, two 1 s, or three 3s, etc.

Keeping their "Sweet Sp&f hidden from your opponent, decide which three shi8pr-m want to send into battle.

Sll&

each ship into a slot in the left side of the Command Center grid, making sure the " S w t

Spot" is facing you and cannst be seen by your opponent.

You'll use the right side of the

Command Center grid to tmck the shots you've made on opponent's ships. See Figure 4.

-

I

'

I

Figure 5

EPLAY

Players decide on which objective to play. Then, the player who chose second when building the fleets begins by attacking.

Announce the ship you are attacking with and the ship you are attacking. Then call out the litter and number of the coordinate you are firing at. Your opponent checks his/her ship's corresponding coordinate. If it is a hit, put a

- red peg in the coordinate. If it a miss, put a white peg coordinate. See Figure 5. in the

If you are the attacker..

.

Once you announce which ship you are using to arracK, you may only use that ship.

Your ship fires one shot per turn unless the ship's card indicates differently.

If your ship is firing multiple sh'ots, you may use it to attack multiple opposing ships.

If you sink an opposing ship and have shots left, use them to fire on a different ship.

Use the right side of your grid to mark hits and misses on your opponent's ships. /

If you are attacked..

. must announce hits and misses to your opponent. k

*'YOU

Use the left side of your grid to mark hits and mis

Capturing a Ship..

.

A ship is captured when all of the required hits have b recorded OR you hit the ship's "Sweet Spot".

If your ship is captured, you must immediately remove it from the grid and hand it over to your opponent. Remove all of the pegs you ship in your fleet, you may rep

If you captured the ship, take scoring a t the end of the g

n children under 3 years

~ o f ~ p a r $ - c h a k l n g h a z a r d .

We will be happy to hear your questions or comments about this game. US consumers please write to: Hasbro Games, Consumer Affairs Department, P.O. Box

200, Pawtucket, RI 02862 or call 1-888-836-7025 (toll-free). Canadian consumers please write to: Hasbro Canada a r p a t i o n , 2350 de la Province, Longueuil, QC,

Canada J4G 1G2. European consumers please write to: Hasbro UK Ltd., Hasbro

Consumer Affairs, P.O. BOX 43, Cawell Way, Newport, Wales, NP19 4YD or telephone our Helpline on 008Oa 22427276.

The HASBRO, MILTON B W L W and MB names and logos as well as BATTLESHIP COMMAND are TM, @ and 8 2006 Hasbra, Pawtucket, RI 02862. All Rights Reserved. TM and QD denote

U.S.Tradernarks. U.S. Patent Pending.

101 4425600

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