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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!
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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
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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
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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.
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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).
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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.
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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.
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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).
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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
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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
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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.
11
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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.
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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