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CHOPPER CHASE

a 1987 Milton Bradley "Flipsider" game

GAME INSTRUCTIONS

A game for 2 players: one player is the Bank Robber, the other is the Policeman.

CONTENTS

- 1 blue Flipsiders Game Unit with flip-out 3-panel gameboard


- 4 magnetic pawns: 1 each of blue, green, red, and yellow

SETUP

The blue pawn is the getaway car that the Robber controls; place it on the blue
space marked "B". The red pawn is the Police Chopper. Place it on the red heliport
space marked "H". The yellow pawn marks how high the Chopper is flying; place it
on the yellow Altitude Meter in the "0" position on the Control Board. The green
pawn is a Roadblock. Place it on any one of the green star spaces.

GAMEPLAY

The Bank Robber moves first.

On the Robber's turn:

The Robber spins the spinners and moves his pawn along the gamepath the number of
space shown on the blue spinner "A". This ends his turn. The Robber should move
towards the Border and/or away from the Chopper, and should try to end his turn on
a yellow numbered space. These special spaces are Safe spaces; the Robber cannot
be captured by the Chopper while on a Safe space.

On the Policeman's turn:

The Policeman must decide whether to move his Roadblock or fly his Chopper. If he
chooses to move his Roadblock, he moves his green pawn from its space to a
different green star space and then ends his turn. If he chooses to move his
Chopper, he spins the spinners and uses the number on the red spinner "B" to move
in one of the following ways:

- move the Altitude Meter alone


- move the Chopper pawn alone
- divide the spin between the Chopper and Altitude Meter

(Example: If the Policeman spins a 5, he could move his Altitude Meter up 2 levels
and move the Chopper 3 spaces on the path.)

The Policeman must move the full number shown on the spinner, though he can stop
at any time by landing the Chopper. This ends the Policeman's turn.

The Altitude Meter shows how high the Chopper is flying. A reading of "0" means
the Chopper has "landed" and cannot move. On the first turn, in order to move the
Chopper, the altitude must first be increased. The Altitude Meter may be moved up
and down on the same turn, with each move counting as 1 move on the spinner count.
Movement between altitude readings must be in order; readings cannot be skipped
over. (Example: the spinner shows "2"; the Altitude Meter can be moved from "0" to
"1" to "2".)

Movement rules:

A player cannot move back and forth between the same two spaces on the same turn;
he can, however, move in circles and land on the same space he started in.

The Robber must always move the full number of spaces shown on the spinner, except
for when landing on the Border. The Robber can never land on or pass through a
green Roadblock pawn, but he may land on or pass through any other unoccupied
green star spaces. The Robber can never land on or pass through a "landed" Chopper
that has a 0 altitude reading, but can pass under a "flying" Chopper with and
altitude reading greater than 0.

The Chopper cannot move back and forth between the same two spaces on the same
turn; it can, however, move in circles and land on the same space it started in.
The Chopper cannot move through or land on a Safe space unless the altitude
reading is equal to or greater than the number shown on the Safe space. The
Chopper cannot land on or pass through the Border space, but may land on or pass
through the green star spaces and Roadblock pawn.

Either player can land on or move through the "H" and "B" spaces.

WINNING THE GAME

If the Robber lands on the Border space before being captured by the Chopper, the
Robber wins. (He does not have to reach the Border by exact count.)

If the Chopper lands on the Robber and can move its Altitude Meter to 0, the
Robber is captured and the Policeman wins.

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