Broadsides & Boarding Parties_manual

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 roadsides and Boarding Parties sets you and your  opponent asail  in the  perilous Caribbean  Sea  during  t he  17 th century, Iwhen  pirates ruled  the  Spanish Main. Each  of you  controls "the  movement and battle action of a ship: either the dark brown  Seahawk, with cutthroat buccan eers abo ard; or the lig ht brown  Royal  Isabella,  sailing home  to  Spain  with  a  hold  full  of  gold bullion. Game play is a  suspenseful  sea duel between  the  pirate  ship  and the Spanish  galleon—and,  true  to all the historically-based pirate adventures, any one of several outcomes is possi- ble. Will the Seahawk successfully sink  the  galleon,  destroy her crew an d  Captain,  or  force  her to  surren- der—or  will the Royal Isabel la attack with  eve n stronger forces and score a victory for Spain? Will the ship s pull up alongside each other for an in- tense round of hand-to-hand com- bat? The winner rules the Spanish Main—until  the next encounter In the Broadsides  portion  of the game, choose your  ships—a  small ship, for movement on the game- board, and a large ship, for battle. Us- ing  your small ship, plot  a  course toward the enemy ship. Once the small  ships  are  within  firing  range, fire  the  cannons  from  your large ship at the enemy's large ship. If you can do  enough damage  to the  enemy ship, crewmembers,  you'll  win the  game If  your small ships move onto  the same  location  on the  gameboard,  a collision  occurs This begins the Boarding  Parties  portion of the game, when the small ships are put aside and the large ships are placed on the  gameboard  for  boarding.  Re- maining  crewmembers on each ship then board the enemy ship for a round  of  hand-to-hand combat.  In this  portion of the  game,  the Captain of the  enemy sh ip  is the  ultimate  in- tended victim:  if you can  destroy  him in  the fight,  you'll  win the  game

description

Broadsides & Boarding Parties_manual

Transcript of Broadsides & Boarding Parties_manual

  • roadsides and Boarding Parties sets you and your opponentasail in the perilous Caribbean Sea during the 17th century,

    Iwhen pirates ruled the Spanish Main. Each of you controls"the movement and battle action of a ship: either the dark

    brown Seahawk, with cutthroat buccaneers aboard; or the lightbrown Royal Isabella, sailing home to Spain with a hold full of goldbullion.

    Game play is a suspenseful sea duelbetween the pirate ship and theSpanish galleonand, true to all thehistorically-based pirate adventures,any one of several outcomes is possi-ble. Will the Seahawk successfullysink the galleon, destroy her crewand Captain, or force her to surren-deror will the Royal Isabella attackwith even stronger forces and score avictory for Spain? Will the ships pullup alongside each other for an in-tense round of hand-to-hand com-bat? The winner rules the SpanishMainuntil the next encounter!

    In the Broadsides portion of thegame, choose your shipsa smallship, for movement on the game-board, and a large ship, for battle. Us-ing your small ship, plot a coursetoward the enemy ship. Once thesmall ships are within firing range,fire the cannons from your large shipat the enemy's large ship. If you cando enough damage to the enemy ship,or destroy all of its cannons andcrewmembers, you'll win the game!

    If your small ships move onto thesame location on the gameboard, acollision occurs! This begins theBoarding Parties portion of thegame, when the small ships are putaside and the large ships are placedon the gameboard for boarding. Re-maining crewmembers on each shipthen board the enemy ship for around of hand-to-hand combat. Inthis portion of the game, the Captainof the enemy ship is the ultimate in-tended victim: if you can destroy himin the fight, you'll win the game!

  • ofObject-BroadsidesThe object of Broadsides is to winthe game by inflicting sufficientdamage upon the enemy ship tocause it to sink or surrenderOR towin the game by eliminating the Cap-tain and all crewmembers from theenemy ship.

    The object of Boarding Parties is toeliminate the enemy Captain in hand-to-hand combat.

    1 gameboard" 1 instruction booklet I parts sheet 1 token sheet' 1 dark brown ship (to be assembled) 1 light brown ship (to be assembled)" I plastic runner with foremast,main mast, and mizzen mast

    1 plastic runner with aft mast, bowsprits, and mast supports

    ' I parts bag, containing:20 cannons2 small ship pawns

    1 parts bag, containing:2 Captains44 crewmembers

    -1 parts bag, containing:30 playing cards2 dice

    A Look At Your Large Ship.

    CHAPTER 2A Look At The Gameboard.

    CHAPTERSGame Setup.

    CHAPTEM4Game Play: Broadsides.

    CHAPTERSGame Play: Boarding Parties. 12

    CHAPTER 6How To Win The Game. 15

  • Look AtYour Large Ship

    Throughout this instruction manual,references are made to various partsof the ships. In the diagram below,each section you need to know aboutis labeled.

    Aft Mast

    Stern

    Bow

    Mid Section

  • A At

    Figure 1

    The gameboard (Figure 1) is dividedinto 3 sections. On the right and leftsides are the areas used by theplayers for large ship and plottingcard placement during the Broadsidesportion of the game. In the center isthe playing grid, which is used inboth the Broadsides and BoardingParties portions of the game.

    The playing grid depicts an especiallytreacherous area in the CaribbeanSea during the 17th century. Thiswas typical pirate territory: smallisland groups like those shown onthe gameboard were perfectly suitedfor pirates' purposesnot only couldthey hide out of sight behind themwhile waiting for victim ships to ap-proach, but they could also burytreasure in secret locations on themwhen the ship's hold began to over-flow.

    The dots on the gameboard playinggrid are intersected by horizontal,vertical, and diagonal lines. Each dot

    on the playing grid represents a pos-sible ship location. During theBroadsides part of the game, youand your opponent each plot acourse for your small ship by movingit forward from dot to dot, or by re-maining on a dot and rotating yourship 45 to the left or right (port orstarboard) or by simply remainingon a dot and not moving or rotatingat all. No matter what your ship'scourse is, it is always located on oneof the dots.

    At each location, your ship willalways be intersected by eight lines,as shown in Figure 2.

    Figure 2

    The lines on the playing grid keepyour ship on course at all times; theyalso direct your cannon fire whenyou move within firing range (onedot away) from the enemy ship.Depending on which of the linesleads outward from your ship to theenemy ship, you can fire a certainnumber of your cannons at the shipin an attempt to damage its mastsand hull sections, or to eliminate itsCaptain and crewmembers.

    The islands on the playing grid areobstacles to avoid during game play.You must navigate your ship aroundthem, because if you plot movementonto the shore of an island, you paya penalty!

    On the top and bottom of the play-ing grid (in front of each player) is apicture of a ship in full sail. Thelarge black circle on each of theseships indicates the starting locationfor each player's small ship.

  • GameSetup

    Port Side

    Aft Cannons

    Stern

    10 CannonsO 22 Crewmembers 1 Captain

    Starboard Side

    Figure 3

    1. Players sit across from each otherand place the gameboard on a flatsurface between them.

    2. Remove the cannons, crewmem-bers, Captains, small ships, carddeck, and dice from the three partsbags.

    3. PLACEMENT OF LARGESHIPS: Each player chooses a largeship, and places it on one side of thegameboard. The light brown ship isplaced on The Royal Isabella; thedark brown ship is placed on TheSeahawk. The gameboard should bepositioned so that your large ship isto your left.

    4. PLACEMENT OF SMALLSHIPS: Each player chooses a smallship, and places it on the large black

    starting circle on his or her side ofthe gameboard.

    5. PLACEMENT OF CANNONS:Each player takes 10 cannons, andplaces them on the deck sections ofhis or her ship where cannon portsappear along the hull. Specifically, acannon must be placed in each of thefollowing deck sections, as shown inFigure 3: B3 and B5, C3 and C5, D3and D5, E3 and E5, F3 and F5.

    6. PLACEMENT OF CAPTAINAND CMEW: Each player takes 20crewmembers of the same color ashis or her small ship, and places oneeach on either side of a cannon, asshown in Figure 3. Each player thentakes the remaining 2 crewmembersand places them on any section ofthe deck.

    The remaining two pieces are theCaptains. Each player takes a Cap-tain the same color as his or hercrew, and places it on any section ofthe deck.

    7. Punch out the damage markersfrom the token board. Each playertakes a handful of damage markersand places them in front of him orher, off the gameboard.

    8. Each player takes 15 cards (halfthe deck)3 of each of the following: Remain In Place Move Forward Turn Starboard Turn Port Mast And/Or Hull Damage

    9. Each player takes one die (eitherthe red die or the white die).

  • Game Play:Broadsides

    1. To begin the game, chart thecourse of your ship toward theenemy ship, to move within firingrange of it. To move your ship,choose any 3 plotting cards fromyour hand, and place them facedownin the desired order in the squaresprovided on the gameboard (squares1, 2 and 3) next to your large ship.Your opponent does the same. Plot-ting is simultaneous-but keep yourcourse a secret! You don't want youropponent to know the direction inwhich your ship is heading yet!

    PLOTTING CARDS: There are 4types of plotting cards, each allowingyou either to keep your ship in itspresent location, or to move it in acertain direction:

    A Remain In Place card allows youto leave your ship in its present loca-tion (see Figure 4).

    A Move Forward card allows you tomove your ship forward to the dotdirectly in front of it (see Figure 5).A Turn Starboard card allows you torotate your ship 45 in a clockwisedirection, as shown by the compasssymbol on the card. Your ship re-mains on its present dot, but turns itsbow to the right (see Figure 6).A Torn Port card allows you torotate your ship 45 in a counter-clockwise direction, as shown by thecompass symbol on the card. Yourship remains on its present dot, butturns its bow to the left (see Figure 7)

    2. Turn over your first plotting card(the card in Square 1 on the game-board). Your opponent does thesame. Then you and your opponenteach move your small ships as in-dicated on the card.Please Note: if you plot your shiponto the shore of an island (a loca-tion on an island where there is nodot to indicate a game space), youlose the rest of your plotted moveson that turn! Keep your ship in itspresent location-don't actually moveit onto the islandand remain thereuntil after your opponent has finish-ed moving his or her ship for thatround of play. You may then con-tinue plotting and moving your shipon the next round of play.

  • Figure 8

    EXAMPLE: you turn over your firstcard: Move Forward. You then moveyour ship one dot forward on thegameboard, as shown in Figure 8.

    At the same time, your opponentturns over his or her first card: TurnPort. His or her ship is then rotated45 in a counterclockwise direction,as shown in Figure 8.

    You and your opponent then turnover your second cards: yours isanother Move Forward card; youropponent's is also a Move Forwardcard. You both move your ships ac-cordingly, as shown in Figure 8.

    Each of your third cards is then

    turned over: yours is a Turn Star-board card; your opponent's is a Re-main In Place cardapparently,your opponent wants to know whereyour ship is heading before makinganother move! In this case, youmove your ship 45 in a clockwisedirection, while your opponent's shipremains exactly where it is. After thisfirst round of plotting, your ships arepositioned as shown by the blackships in Figure 8.

    3. After your 3 cards have beenturned over and your ships have beenmovedor not movedaccordingly,remove the cards from the gameboardand replace them in your hand. Youropponent does the same.

    4. You and your opponent continueplotting your ships' moves by playing3 cards at a time, turning each oneover simultaneously, and movingyour ships after a card is turnedover. Eventually, your ships will moveto within one dot of each other.When this happens, you're within fir-ing range, which means that one orboth ships may be able to attackwith cannon fire!

    IMPORTANT: Cannon fire can oc-cur after any of the 3 plotting cardshave been turned over. If your se-cond or third plotting cards haven'tbeen turned over yet, wait until aftercannon fire to turn over the nextcard.

  • 5. HOW TO DETEHMINE WHICHCANNONS CAN FUtEs Wheneveryour ship is located one dot awayfrom your opponent's ship, it's likelythat at least one of you will be ableto fire your cannons at the enemyship.

    Each ship has 5 cannons per side: 2forward cannons, 1 midship cannon,and 2 aft cannons. The number ofcannons that can fire at the enemyship depends on the position of eachship in relation to the other ship onthe gameboard. Here's how youdetermine which of your cannons (ifany) can fire at the enemy:No matter where your ship is located,there are three gameboard lines lead-ing outward from the midsection ofeach side of your ship. Figure 9 showsthese lines as A, B and C. Regardlessof the position of your enemy ship, ifline A intersects it, your 2 forwardcannons can fire. If line B intersects

    the enemy ship, that's a broadside! Abroadside shot means that all 5 can-nons on the side of your ship facingthe enemy ship can fire at it! If line Cintersects the enemy ship, your 2 aftcannons can fire at it.

    Figure 9There is only one exception to therule of cannon fire from one dotaway: if either the bow or the sternof your ship faces the enemy, youcannot fire at the enemy ship, eventhough it may be able to fire at you!

    The white ship can fireits 2 forward starboardcannons at. the blackship.

    The black ship has abroadside shot: all 5 ofits portside cannons canfire at the white ship!

    A broadside for bothships! Each can fire all 5cannons from its port-side.

    The white ship can't fireany of its cannons at theblack ship.

    The black ship, how-ever, can fire its 2 aftportside cannons at thewhite ship.

    The black ship can fireits 2 forward portsidecannons at the whiteship.

    The white ship can fireits 2 aft starboard can-nons at the black ship.

    IMPORTANT: the above examples assume that allcannons on both ships are active. Once a ship loses thecannon and crew from a deck section, they are removedfrom play and can't fire in the next round (see Step 7,"Effects of Cannon Fire," on page 10).

  • 6. CANNON FIRE: once you andyour opponent have determinedwhich cannons can fire at the othership, the battle begins. Basic rulesfor cannon fire are as follows:

    You can only fire active cannonsthat is, cannons actually on boardwhen the battle begins. Cannons hitin a previous round of enemy fire areremoved from play, and are not eli-gible to fire.

    Active cannons are fired by dierolling. The player firing a cannon atthe enemy ship declares a deck sec-tion on the opponent's ship, thenrolls a die in an attempt to "hit" atargeta cannon and crew, a mast, ahull section, or the Captainin thatdeck section.

    Cannon fire is simultaneous: thatis, if you and your opponent ex-change cannon fire, you do so at thesame time, even though you taketurns firing. The idea of simultaneouscannon fire is important, becauseeven if your opponent rolls the diefirst and hits one or more of yourcannons eligible to fire, you will stillbe able to fire from it (or them)when your turn comes to roll the die.

    You can only fire the cannonsfrom the side of the ship that facesyour opponent's shipeither the port(left) or starboard (right) side. Forexample, if your aft portside cannonsare aimed at the enemy ship, onlythe aft portside cannons can fire atit.

    Even though you are only able tofire your cannons from your port orstarboard side, your cannon fire mayland on any declared deck sections ofthe enemy ship! See "Declaring ADeck Section," below.

    DECLARING A DECK SECTION:cannons are fired by die rolling.Before you roll your die, you mustdeclare which deck section of your

    opponent's large ship you are aboutto attack: A, B, C, D, E, F, G, orH.

    Figure 10 shows a ship deck, and thetarget or targets in each section asthey were placed at the beginning ofthe game. Notice that the targets aredifferent for many deck sections.Section A has only one target posi-tionA4but there are two targetson it: the foremast and a crewmem-ber. Sections B through F have can-nons and crewmembers in the 3 and5 positions (starboard and port), andthe main mast in C4 position. Sec-tion G has only the mizzen mast, inG4. And Section H has the Captainand the aft mast in H4, and a crew-member in H3. Note: The Captainand extra crewmembers can be placedin any deck section or sections.

    Figure 10

    Mizzenmast

    3- Crew/member

    Aft Mast

    Once you've declared your deck sec-tionthe section on your opponent'sship to which you'd like to do somedamageyou roll your die. Thenumber you roll on the die indicateswhich target(s), if any, your cannonfire hits. For instance, if you declaredeck Section C of the enemy ship,and you roll a "5" on the die, you'vehit a target: the cannon and crew onC5!

    The following targets are possiblewhenever you roll a die for cannonfire:

    DieSol! Target

    1 Always a miss!2 A die roll of 2 does hull

    damage to the enemy ship (seeStep 7, "Effects of CannonFire").A die roll of 3 hits all targetsin the "3" position of thedeclared deck section.A die roll of 4 hits a mast, ifthe declared deck section is A,C, G, or H.A die roll of 5 hits all targetsin the "5" position of thedeclared deck section.Always a miss!

    A note on targets: if your Captainand/or additional crewmembers oc-cupy the position in the declareddeck section that is "hit" by the dieroll, they are also considered targets.

    For more about the effects of can-non fire, see Step 7, on page 10.

    CANNON EXCHANGESEQUENCEA. Determine how many cannonscan fire at the enemy ship. This is apredetermined number of shots thatdoes not change during the round offire, even if your opponent has thefirst shot and hits one or more of the

  • cannons you're about to fire.

    B. Choose a player to fire first,either by a roll of the die or bymutual consent. (Since cannon fire istheoretically simultaneous, there isno advantage in firing first or last).C. The first player to fire declares adeck section on the enemy ship, thenrolls a die. Depending on the numberrolled, damage may or may not bedone to a part of that deck section.For each cannon the player can fire,he or she declares a deck section,then rolls the die. If a target ortargets are "hit," they are removedfrom play (see Step 7, below).D. The other player then fires (if heor she can) by declaring an enemydeck section and rolling a die foreach cannon eligible to fire. A sec-tion of the declared deck is either hitor missed with each roll of the die.

    7. EFFECTS OF CANNON FIHE:as explained in Step 6, the numberon your enemy's die roll during can-non fire determines the kind ofdamage (if any) done to your ship.Below is a detailed description ofeach kind of damage that can bedone to your ship, and what happensas a result.

    Cannon And Crew Loss: all cannonsand crewmembers hit by enemy firemust immediately be removed fromthe deck. Either or both of your ad-ditional crewmembers are alsoremoved from the deck if they arehit. If the cannons hit by enemy fireare active that is, if they are eligi-ble to fire backyou must removethem from the deck anyway, butkeep in mind that you can still roll adie for each of them when your turncomes to fire.

    The loss of your Captain is discussedseparately in this step.

    Mast Damage Or Loss: each largeship begins the game with 4 masts:

    the foremast, in Section A4; themain mast, in Section C4; the miz-zenmast, in Section G4, and the aft-mast, in Section H4. When a mast ishit by enemy cannon fire, it isremoved from the ship and fromplay. The main mast must be hittwice to be removed from play: it'sthe largest mast, and consists of 2parts. If your main mast is hit once,remove the top part; if it's hit twice,remove both parts.

    Whenever one of your masts is hit,you must do the following:

    Remove the mast from play. If themain mast is hit, remove the top parton the first hit, and the bottom parton the second hit.

    For each mast that is removed, youmust use a Damaged Mast and/orHull card in place of one of yourplotting cards on each turn after-ward. Please Note: the main mastmust be hit twice to require the useof a Damaged Mast and/or Hullcard. For example, if one mast isremoved, you must use one DamagedMast and/or Hull card and 2 plot-ting cards during each movementplotting portion of your turn; theremoval of 2 masts means that youmust use 2 Damaged Mast and/orHull cards, and 1 plotting card; andthe removal of 3 masts means thatall 3 of your cards must be DamagedMast and/or Hull cards.

    A Damaged Mast and/or Hull cardprevents you from moving or rotat-ing your ship. It acts just like aRemain In Place card.

    If you are forced to play 3 DamagedMast and/or Hull cards on each turnfollowing damage to a third mast,you're considered "dead in thewater". You still have cannon firecapability, but you can't move. Thisis a dangerous position for you,because your opponent can thenposition his or her ship so that yourship's bow or stern is facing it

    your crew can then be annihilated bythe enemy, and you won't be able toreturn the cannon fire! In this case,you may wish to surrender the game,to preserve the lives of your remain-ing crewmembers.

    Hull Damage: each time your enemyrolls a 2 on the die during cannonfire, damage is done to one of yourhull sections (the side of your shipfacing the cannon fire). There is onlyone exception: if the bow or stem ofyour ship is facing your opponent'sship, you do not sustain hull damageif your opponent rolls a 2.

    Whenever one of your hull sectionsis hit, you must do the following:

    If any of your hull sections is hitonce, place a damage marker on thedeck, next to the hull section thatwas hit.

    If any of your hull sections is hit asecond time on the same side of yourship (either the port side or the star-board side), place a second damagemarker on top of the first marker.For instance, if your opponent de-clares your C sections and rolls a "2"twice on your port side, it counts as2 hits to that hull section, and youmust place 2 damage markers in the"C5" section of your ship. Two hitsto the same hull section means thatthat section of your hull has been ir-reparably damaged. After 2 hits to ahull section, you must use a Dam-aged Mast and/or Hull card in placeof one of your plotting cards on eachof your following turns Oust as youmust do for mast damage). PleaseNote: a third hit to a hull section hasno effect. If 2 of your hull sectionshave taken 2 hits, you must use 2Damaged Mast and/or Hull cards;and three sections which have beenhit twice require you to use 3Damaged Mast and/or Hull cards.

    If you are forced to play 3 DamagedMast and/or Hull cards as a result ofhull damage (rather than mast

    10

  • damage), your ship sinks and you areout of the game!

    A note on Damaged Mast and/orHull cards: if you are forced to use 3Damaged Mast and/or Hull cards asa result of mast and hull damage (forexample, 2 cards represent mastdamage, and 1 card represents hulldamage), you cannot move or rotateyour ship, but you can still fire at theenemy according to the rules of can-non fire.

    Loss Of Your Captain: if your Cap-tain is hit by cannon fire, the follow-ing rules apply:

    Remove your Captain from yourship.

    You can finish turning over yourplotting cards for that round of play,but you cannot play any plottingcards during the next round (youropponent can still play his or her 3plotting cards). You can, however,fire your cannons during the nextround of play, if your opponentmoves within firing range.

    At the end of the present round ofplay (after your 3 plotting cards havebeen turned over), replace your Cap-tain on your ship deck by switch-ing it with any one of your crew-members still on board your ship.Just remove the crewmember fromthe deck (and from play), and putyour Captain in its place.

    8. You and your opponent continuemoving your ships on the gameboardand exchanging cannon fire until anyone of the following occurs:

    One player surrenders as a result ofmast damage or a combination ofmast and hull damage; the otherplayer wins the game!

    One player sinks as a result of hulldamage; the other player wins!

    One player loses all cannons, crew-

    members, and finally the Captain;the other player wins!

    Your ships collide! In this case,you both move into the BoardingParties portion of game play!

    A Collision: a collision occurs whenboth ships end a plotting movement(after any of the three cards havebeen turned over) on the same dot.When your ships collide, the Broad-sides portion of the game ends andthe Boarding Parties portion begins!Boarding Party rules are explained inthe next chapterbut before youboard your opponent's ship forhand-to-hand combat, you should dothe following things:

    Put the plotting and damage cardsasideincluding any cards remainingon the gameboard. You won't needthem in the Boarding Parties portionof the game.

    Put the damage tokens aside, tooincluding those remaining on thedeck of either large ship.

    Remove the masts from both largeships, if you'd like; they may presentmobility problems for your crew-members during boarding.

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  • Game Play:Boarding Parties

    During the Boarding Parties portionof the game, any or all of the crew-members on your large ship canboard the enemy ship and conducthand-to-hand combat. The object ofBoarding Parties is to eliminate theenemy Captain. As in the Broadsidesportion of the game, combat is con-ducted by die rolling: the player roll-ing the higher number on the dieeliminates a member of the enemycrewor the Captain himself!

    1. POSITIONING YOUM LARGEON THE GAMEBOARD:

    when a collision occurs, the smallships are removed from the game-board, and the large ships are placedon the gameboard to prepare forboarding. But before you remove thesmall ships from the board, it's im-portant that you determine the rela-tive position of each ship to the otherat the point of collision, so you canplace your large ships accordingly.

    Placement of large ships for theBoarding Parties portion of the gameis critical, because much depends onwhether the port side or starboardside of your ship is alongside youropponent's ship, and vice-versa. Thisis because the crewmembers remain-ing on the side of your ship closestto your opponent's ship play a major

    Figure H

    Collision by simultaneous movement onto thesame dot.

    role in combat during this portion ofthe game, as explained in the rules tofollow.

    The position of your large ships onthe gameboard depends on the posi-tion of your small ships at the pointof collision. Your small ships cancollide in either of two ways: By simultaneous movement ontothe same dot (see Figure 11);

    OR By one ship moving onto a dotoccupied by the other ship (seeFigure 12).Collision By Simultaneous MovementOnto The Same Dot: if your smallships move from different locationsonto the same dot, you must con-sider one ship as the constantthatis, move one of the ships onto thedot first, and then move the othership into it. It doesn't matter whichship moves first, since the positioningof the large ships will be the same ineither case.

    Placement of the large ships is thendetermined by the direction fromwhich the moved ship came into con-tact with the stationary ship, as shownin Figures 13 and 14 on the followingpage.

    Figure 12

    Collision by one ship moving onto a dot oc-cupied by the other ship.

    Collision By One Ship Moving OntoA Dot Occupied By The Other Ship:If your ship collides with your oppo-nent's ship by moving onto the dotoccupied by it, the stationary ship isthe constant. Placement of your largeships is determined, as above, by thedirection from which your ship col-lided with your opponent's ship.

    Figures 13 and 14, on the followingpage, show how each large shipmust be placed when your smallships collide in either of the twoways described above.

    Colliding With Your Opponent FromThe Bow Or Stem: if you move ontoa dot occupied by your opponent'sship and collide with the bow of theship, the large ships must be placedas shown in Figure 15.

    If your ship collides with the stern ofyour opponent's ship in this manner,the large ships must be placed asshown in Figure 16.

    2. Now that you've determined howto position your large ships on thegameboard, remove the small shipsfrom the gameboard and carefullyplace the large ships as discussedabove. The ships must be positionedso that yours is directly in front ofyou, and your opponent's is directlyin front of him or her. The shipsshould be directly parallel to oneanother, so that each deck section ofyour ship is opposite a correspondingdeck section of your opponent's ship(see Figure 10 for deck sectionlayout). If the bow of each ship facesthe same direction, deck sections Athrough H should be directly op-posite; if the bow of one ship facesthe stern of the other ship, deck sec-tion A of each ship should be direct-ly opposite deck section H of theother ship.

    3. Before boarding each other'sships, you must exchange one lastround of cannon fire. Only the can-

    12

  • I,/rom Direction A

    16 JFrom Direction B From Direction C

    VFrom Direction A From Direction B From Direction C

    Figure 13

    nons facing your opponent's ship (ifany) can fire. A round of cannonfire is then exchanged as detailed inthe Broadsides section. Please Note:in this round of fire, mast and hulldamage are not effective, since themovement plotting portion of thegame is over.

    4. After the last round of cannonfire is exchanged and any destroyedcannons and crewmembers are re-

    Figure 14

    moved from play, boarding of eachother's ship begins. Determine whichplayer can board first by rolling onedie each. The player with the higherroll boards first.

    5. OPPONENTSSHIP: during your turn, move yourcrewmembers from deck section todeck section on your own ship, oracross to your opponent's ship, or onyour opponent's ship. Rules for

    Opponents YourShip Ship

    boarding are as follows: You must make 3 movements onyour turn. You can move 1 of yourcrewmembers 3 deck sections, or 3 ofyour crewmembers 1 deck sectioneach. You can also move 1 crew-member 1 deck section, and 2 crew-members 1 deck section. Crew-members can be moved 2 or 3together onto the same deck section,or they can be moved separately, on-to separate deck sections. Any com-bination is acceptable, as long as 3movements are made.

    You can move your crewmembersdiagonally on your ship or on youropponent's ship, but you cannotboard your opponent's ship diagonal-ly: you can only board it from yourdeck section to the deck section ofyour opponent's ship directly op-posite it.

    No more than 3 of your crewmem-bers (including your Captain) can oc-cupy a deck section at a time.

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  • Movement from a lower deck sec-tion to a higher deck sectionorfrom a higher deck section to a lowerdeck sectioncan be made onlyfrom a deck section adjacent to aladder. Ladders connect the follow-ing deck sections only: A4 and B3;A4 and B5; E3 and D3; E5 and D5;H3 and G3; H5 and G5.

    You can move your Captain aswell as your crewmembers, either onyour own ship or across to your op-ponent's ship.

    If you wish, you can return any ofyour crewmembers (or your Captain)to your own ship after boarding youropponent's ship, as long as theyabide by the rules of boarding andmovement.

    6. HAND-TO-HAND COMBAT:whenever any of your crewmembersmove onto a deck section occupiedby enemy crewmen, you must con-duct hand-to-hand combat. The bat-tle (or battles) is conducted afteryour 3 movements have been made.Combat is resolved by die rolling:each of you rolls a die at the sametimeand the higher number elimi-nates an opposing crewmember. Thebattle continues until all of yourcrewmembers, or all of your oppo-nent's crewmembers on that deck sec-tion, have been eliminated. The re-maining crewmembers stay on thedeck section where the battle tookplace.IMPORTANT: once a deck section isoccupied by the enemy, both sidesmust fight to the finishretreatingfrom battle is not allowed!Before the battle begins, you andyour opponent must determine howmany of each of your crewmembersare involved in the battle. If you andyour opponent have an equal numberof crewmembers, the fight is even. Ifyou have more crewmembers in thedeck section than your opponent,you will have an advantage hi battle:/ additional crewmember adds 1 toyour die roll; 2 additional crewmem-

    bers add 2 to your die roll. For in-stance, if you have three crewmem-bers in a deck section, and youropponent has only two, you can add1 to your die roll for as long as theextra crewmember remains in thebattle. This means that if you andyour opponent both roll a 3, you winthe die roll, since you can add 1 toyour 3 (3 +1 =4). You theneliminate an opposing crewmember.Now your opponent has one crew-member in the battle, and you stillhave 3. This changes your advantagefrom 1 on the die roll to 2: you canthen add 2 to your next die roll.

    If your Captain is involved in thebattle, you can automatically add 1to your die roll. But rememberifyou lose your Captain in hand-to-hand combat, you lose the game!

    When combat occurs, the sequence isas follows:

    Determine which player, if either,has an advantage in battle (extracrewmember(s). You and your opponent each roll adie. The higher roller eliminates anopposing crewmember from the bat-tle. If the numbers rolled are thesame, a crewmember from each sideis eliminated.

    Before rolling again, determinewhether either player has an advan-tage as a result of the eliminatedcrewmember, or if the advantage haschanged or been cancelled out.

    You and your opponent then roll adie each. Again, the higher rollereliminates one opposing crewmember.

    The battle continues until one (orboth) player has lost all of his or hercrewmembers in that deck section.Rememberno retreating is allowedon either side!

    A final note on hand-to-hand com-bat: if your Captain is involved in

    battle, it cannot be eliminated untilall of your other crewmembers in thebattle have been destroyed. YourCaptain fights to the finish!

    Here is an example of a typical com-bat situation:

    A. On your turn, you move 2 crew-members onto a deck section oc-cupied by 2 opposing crewmembers.Because there is an equal number onboth sides, the battle is even: neitherplayer has an advantage.

    B. You and your opponent each rolla die. You roll a 5; your opponentrolls a 6. You remove one of yourcrewmembers from play.

    C. Since your opponent still has 2crewmembers in the battle and younow have only one, your opponenthas an advantage of 1.

    D. Again, you and your opponenteach roll a die. You roll a 4; youropponent rolls a 2. Your opponentadds 1 to his or her die roll(2 + 1=3). Even with the advantage,your opponent loses the round. Oneof his or her crewmembers is removedfrom play.

    E. Now you and your opponent areboth down to 1 crewmember each.Your opponent has lost the advan-tage, so the battle is even.

    F. You each roll a die. You roll a 1;your opponent rolls a 1. Both crew-members are removed from play. Noone remains on the deck section; noone wins the battle!

    7. The Boarding Parties portion ofthe game ends when one of you losesyour Captain. If both of your Cap-tains are in battle together, and youand your opponent roll an equalnumber on the dice, roll again untilone of the Captains is eliminated!

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  • How toWin the Game

    There are several ways to win Broad-sides and Boarding Parties. In fact,you can take the wind out of youropponent's sails even before theBoarding Parties get under way, ifyou can do enough damage to theenemy ship during the Broadsidesportion of the game. Here are all theways you can win:

    A VictoryBlast away 3 enemy masts so thatyour opponent is unable tomaneuver, and concedes the game asa result.Sink your opponent's ship by hit-ting 3 hull sections twice. Force your enemy to surrender byhitting any combination of masts andhulls, rendering him or her unable tomaneuver. Eliminate all enemy cannons,crewmembers, and finally the Cap-tain by cannon fire.

    A VictoryEliminate the enemy Captain inhand-to-hand combat.

    15

  • GAMEMASTERSERIES

    1984 by Milton Bradley Co. under Berne & Universal Copyright Conventions. Made in U.S.A.4425-X1

  • PRELIMINABY ASSEMBLY

    Carefully punch the 2 deck sections out of the parts sheet. Punch out the 4 small circles along the center of each deck. Carefully break the mast supports, masts, and bow sprits off

    the 3 plastic runners.

    ASSEMBLY

    A. Crease the deck along the 6 score lines.B. Loosely fit the 8 pins of one ship half into the 8 sockets of the

    other ship half. This will allow the deck to be inserted beforethe ship is fully assembled.

    C. Lay the deck into place on the ship, making sure that the deckis seated securely on the 4 cross supports, and that the mastsupport holes on the deck line up with the holes in the crosssupports.

    D. Now press the ship halves together firmly, to secure the deck.E. Press mast supports into holes in deck. The number on each

    support must face the bow (front) of the ship.F. Slip masts into holes in mast supports.G. Assemble your other large ship in the same manner.

    0 1984 by Milton Bradley Co. under Berne & Universal Copyright Conventions. 4425-X5