2 GAMEPLAYcontinued...
4. MARK YOUR HITS AND MISSES.
It’s a Hit!
If you call out a coordinate that is occupied by a ship on your
opponent’s ocean grid, it’s a hit! Your opponent must tell you which
coordinate and ship was hit. Record the hit in your target grid by
replacing that blue peg with a red peg. (See Figure 5.) Your opponent
removes one weapon from the hit ship and replaces it with a red
cone. (See Figure 6.)
Replace weapon
with a red cone
HIT
FIGURE 5
FIGURE 6
Note: Be careful when removing the weapons and replacing them
with red cones. If you need to pick the ship up, be sure the locator
plate stays in place. The ships need to stay in their original positions
on the ocean grid.
Any time a ship gets hit, it gets one less shot when attacking. If a
ship is hit more than once during an attack, it loses a weapon for
each hit. For every subsequent hit a ship gets, it loses another
weapon and gets one less shot. When all weapons on a ship are
gone, that ship is sunk!
It’s a Miss!
If you call out a shot location not
occupied by a ship, it’s a miss!
Replace the blue peg on your
target grid with a white peg so
you remember not to call that
location again. (See Figure 7.)
Your opponent removes the blue
peg(s). After you have taken and
recorded all of your shots, your
turn is over. Now your opponent
attacks!
3 CHANGE YOUR GAME
Customize Your Ships
You can also design and build your own unique ships. We’ve included 6
additional weapons to make your ships more powerful and to help you
change up your strategy. When building your custom ships, follow these
simple rules:
• Both players must have the same number of weapons per fleet.
• You must include all five ships in your fleet, each in its proper locator
plate.
• One player must use all of the red “hull” pieces and one player must
use all of the black “hull” pieces as the base for their ships.
• Each ship must start with at least 1 weapon.
• Do not build one weapon on the top of another.
• The maximum number of weapons you can put on any one ship is 10.
• Pieces of the ship cannot extend beyond the locator plate.
• You cannot connect 2 ships together.
(See Figures 8 & 9 for examples of custom ships.)
®
Battling with Your Custom Ships
When you’ve completed building your ships, you’re almost ready for
battle. All of the rules for the standard game apply, with the following
exceptions:
1. If a ship has MORE weapons on it than the number printed on the
locator plate, your ship is still sunk when the number of red cones on
that ship equals the number printed on the locator plate.
2. If a ship has FEWER weapons on it than the number printed on the
locator plate, your ship is considered sunk as soon as all its weapons
are gone.
EXAMPLE:
Matt’s carrier has 5 jet fighters, 4 gun turrets and 1 torpedo launcher, giving him a total of 10 shots per turn. That’s one awesome ship, but because the locator plate has a 4 on it, it can still
be sunk with only 4 hits.
FIGURE 9
EXAMPLE:
Margaret’s custom Battleship has a 5
on its locator plate, but she has built it
with only 1 weapon so that she can use
those weapons on another ship. Even
though the locator plate says 5, this
ship will be sunk after only 1 hit.
FIGURE 8
FIGURE 7
AGES 7+ / 2 Players
TM
We will be happy to hear your questions or comments about this game. Please write to: Hasbro
Games, Consumer Affairs Dept., PO Box 200 Pawtucket, RI 02862 USA. Tel: 888-836-7025 (toll
free). European Consumers please write to: Hasbro UK Ltd., Hasbro Consumer Affairs, P.O. BOX 43,
Caswell Way, Newport, Wales, NP19 4YD, or telephone our helpline on 00 800 2242 7276. © 2010
Hasbro, Pawtucket, RI 02862 USA. All Rights Reserved.
TM & ® denote U.S. Trademarks. 25634
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GAME GUIDE
CONTENTS
• 2 Gameboards
• 108 U-BUILD Bricks
• Assembly Guide
• 2 Target Grids
• 150 Scoring Pegs
(100 White & 50 Red)
• 20 Blue Pegs
• 40 Red Cones
• 10 Locator Plates
• 2 Peg Storage Trays
• Parts Sheet
2 GAMEPLAY
1 BUILD THE GAME
Your Fleet
Both players take one of each of the following ships as shown
below. Your entire fleet should have the same color base (red
or black).
Cone
Locator
Plate
Weapon
Storage Tray
Ship
Shots/Weapons
Hits to Sink
Battleship
5
5
Aircraft Carrier
4
4
Destroyer
3
3
Submarine
3
3
PT Boat
2
2
Target
Grid
Ocean Grid
Ship
Red Pegs - mark HITS
White Pegs - mark MISSES
FIGURE 1
SETUP:
1. The First Time You Play: Assemble the game parts and your
fleet as shown in the assembly guide.
2. Set up the game as shown in Figure 1 and familiarize
yourself with all of the parts.
3. Sit facing your opponent. Both players choose a gameboard,
target grid and storage tray and place them so that the other
player cannot see where you place your ships. Divide the red,
white and blue pegs, and red cones between both players.
Your Weapons
Each ship gets one shot for each dark gray weapon it has. (See
Figure 2.) For example, a Battleship begins the game with five
shots because it has 5 weapons. Each time a ship is hit, one of
its weapons is destroyed. Then, when attacking, that ship will
have one fewer shots it can take. Once all weapons on the ship
are destroyed, the ship is sunk. Each ship’s locator plate lists
how many hits it takes to sink the ship.
OBJECT:
Be the first player to sink all five of your opponent’s ships.
HOW TO WIN:
Be the first to sink your opponent’s entire fleet of five ships and win the game!
Deploy Your Ships!
Both players decide where to position their ships, then SECRETLY place all of
your locator plates onto the ocean grid. The locator plates must line up with
the squares on the grid. Fit the ships into their appropriate locator plates.
Rules for placing ships:
• Place each ship in any horizontal or vertical position, but not diagonally.
• Do not place a ship so that any part of its locator plate overlaps letters, numbers, the outer edge of the grid or another ship’s locator plate.
• Do not change the position of any ship or locator plate once the game has begun.
(See illustration below for an example of correct and incorrect ship placement.)
Attack!
YOU
TORPEDO
LAUNCHER
MISSILE
LAUNCHER
FIGURE 2 - WEAPONS
JET
FIGHTER
Announce which ship you want to attack
with and how many shots you’re allowed.
STEP 2 Plan and mark your shots on your
target grid using blue pegs.
STEP 3 Call out the coordinates for all of your shots.
STEP 4 Replace blue pegs with red pegs for hits and white pegs for misses.
2. PLAN YOUR ATTACK AND MARK YOUR SHOTS.
Decide where you think your opponent’s ships are and mark your shots
on the target grid with blue pegs. (See Figure 3.) Each target hole has a
letter-number coordinate that corresponds with the same coordinate on
your opponent’s ocean grid.
3. CALL YOUR SHOTS.
Call out all of the coordinates for the shots you’ve marked. To determine
each coordinate, find its corresponding letter on the left side of the
target grid and its number along the top of the grid. (See Figure 3.)
Your opponent finds the shot location by following the letter along the
left of the ocean grid and the number across the top then temporarily
marks the shot on their ocean grid using the blue pegs. (See Figure 4.)
EXAMPLE:
You are the commander of
the Red Fleet. You announce
you are attacking with your
Battleship, which has 5 weapons
on it, giving you 5 shots. You
mark your target grid and
then call out the 5 shots “C-2, C-4, C-6, E-3, E-5.”
INCORRECT
Decide who will go first. Alternate turns with your opponent. On every
turn, call out at least one shot coordinate, and try to locate where your
opponent’s ships are hidden.
On your turn:
STEP 1
GUN
TURRET
CORRECT
1. ANNOUNCE YOUR SHIP!
Call out the ship you are attacking with and how many shots you’re
allowed. Both players take that number of blue pegs out of the storage
tray to mark the shots.
C2
FIGURE 3
OPPONENT
Take the number of blue pegs
as shots being taken.
Do nothing.
Mark shots on your ocean grid using
blue pegs. Place the blue pegs on
an empty space or the locator
plate. Announce hits and misses.
Remove any weapons on ships
that were hit and replace with red
cone(s), remove blue pegs.
HIT
FIGURE 4
Your opponent marks these
coordinates on the ocean
grid with blue pegs and announces, “C-4 is a hit on my
Aircraft Carrier. The rest are
all misses.”
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