Professional Documents
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AGES 8+
ADULT ASSEMBLY REQUIRED
TM
CONTENTS
• Four-piece folding game unit with
storage trays Figure 1
• 5 Navy ships
• 5 Alien ships
• Red, white and blue pegs Insert 3
• 1 Red and 1 Blue Attack Squadron AA Batteries
• 1 Red and 1 Blue Scouting Craft
• Label sheet
• 4 Rubber feet IMPORTANT: BATTERY
INFORMATION
OBJECT CAUTION:
Destroy your opponent’s fleet of 1. TO AVOID BATTERY LEAKAGE
ships before he destroys yours. a.Alwaysfollowtheinstructionscarefully.Use
only batteries specified and be sure to insert
THE FIRST TIME YOU PLAY themcorrectlybymatchingthe+and–polarity
markings.b.Donotmixoldbatteriesandnew
1. Insert the Batteries batteriesorstandard(carbon-zinc)withalkaline
batteries.c.Removeexhaustedordeadbatteries
x3 fromtheproduct.d.Removebatteriesifproduct
is not to be played with for a long time. e.
1.5V AAor LR6 Do not short-circuit the supply terminals. f.
ALKALINE RECHARGEABLEBATTERIES:Donotmixthese
BATTERIES withanyothertypesofbatteries.Alwaysremove
REQUIRED fromtheproductbeforerecharging.Recharge
batteries under adult supervision. DO NOT
(NOT INCLUDED)
RECHARGE OTHER TYPES OF BATTERIES.
To insert the batteries, make sure 2. S hould this product cause, or be affected by,
the red ON/OFF switch is OFF. Then localelectricalinterference,moveitawayfrom
otherelectricalequipment.Reset(switchingoff
loosen the screw on the battery
andbackonagainorremovingandre-inserting
box, located on the underside of
batteries) if necessary.
the center module, and remove the
door. Insert three AA-size alkaline
batteries, making sure to align the
+ and – symbols with the markings
in the plastic. See Figure 1.
Then replace the door and
tighten the screw.
2
THE FIRST TIME YOU PLAY
4
SETTING UP YOUR GAME
CONTROL PANEL
(SEE BOX FOR
CONTROL FEATURES)
OCEAN GRID
Push grids into
grooves to lock
into place.
FIGURE 6
5
STARTING A GAME
STARTING A GAME
1. If you’re playing a 1-player GAME TYPES
game, face the side of the game
with the ON/OFF switch. If you’re 1. Classic Game
playing a 2-player game, decide Press 1 and ENTER to play.
who will be Player 1 (the Navy This mission is the easiest
Commander) and who will be to play, and is a great way to
Player 2 (the Alien Invader). develop your strategic battle
Sit across from each other with skills. On your turn, you’ll fire
the game between you. Player 1 one shot to score a hit or a
faces the side with the miss. The winner is the first
ON/OFF switch. player to sink the enemy fleet.
N
ow follow steps 3, 4 and 5 to
choose a game type, weapon
type and fleet setup.
6
STARTING A GAME
7
FLEET DEPLOYMENT
Canceling an entry: If you make a Next, the game will prompt Player 2
mistake, press the CANCEL button to choose a fleet deployment option
and re-enter the information after for his Flagship, Heavy Ordnance
the last command is repeated. Craft, Red Storm Stinger, Blue
Shredder Stinger and Small
Assault Ship.
8
FLEET DEPLOYMENT
PREDETERMINED FLEET
DEPLOYMENT
If you’ve chosen this option, take
a look at the 100 preset fleet
formations on pages 18 - 27.
Choose the formation you want,
then place your ships on your
ocean grid in the positions shown.
When prompted by the game,
enter the letter and number of
the formation you want, then
press ENTER to confirm.
9
BASIC WEAPONS GAME
•M
iss! If you didn’t hit an enemy
ship, you’ll hear a buzzer, see
the yellow light flash, and hear
< Miss at [target]. > Better luck
next time! Leave your white peg in
the hole so you won’t fire at that
FIGURE 8
target again.
If you choose this target, enter B3 to
fire at it. 3. D
epending on which game
you’re playing, you may get
2. F ire! When prompted by the to fire again. When your turn
game, press FIRE to launch a is over, you’ll hear <Awaiting
missile at your target. Then wait orders Player 2. > Now it’s your
to see if it’s a hit or a miss. opponent’s turn to choose a
target and fire at it.
10
ADVANCED WEAPONS GAME
11
ADVANCED WEAPONS GAME
1. P
ress the yellow Aircraft Carrier
• You can also launch anti-aircraft (or Flagship) button on your
missiles to destroy enemy aircraft control panel. You’ll hear (for
“flying” over the target grid. example) < Aircraft Carrier
reporting! Select undeployed
Attack Squadron. >
PLACING YOUR AIRCRAFT
If you choose Custom Fleet
Deployment, you’ll need to place
each of your two aircraft into a hole
in your Aircraft Carrier (or Flagship),
and input their coordinates. After
you’ve entered the positions of 2. D
ecide which of your two aircraft
your five ships, the game will say to send out, then press that
(for example) <Red Attack Squadron yellow button on your control
reporting! Input coordinates on panel. You’ll hear (for example)
Aircraft Carrier. > Now enter the <Red Attack Squadron reporting!
coordinates of your red squadron. Enter search center coordinates. >
Next, you’ll be prompted to enter
the coordinates of your blue
squadron.
12
ADVANCED WEAPONS GAME
4. Then you’ll hear < Press 1 or 2 Moving Your Aircraft: After launching
for search pattern coordinates. > an aircraft on a previous turn, you
Choose a pattern (see Figure may move it to a new location.
11), press 1 or 2, then ENTER Just press the yellow button for
to confirm. The aircraft will the aircraft you want to move, and
scan the space it’s on, plus four follow the prompts.
spaces next to it.
Destroying an Aircraft: An aircraft
can be destroyed in either of two
ways:
FIGURE 11 • If it’s still on your Aircraft Carrier
(or Flagship) when its coordinates
are hit; or
• If an anti-aircraft missile
launched by your opponent
+ Scanning destroys it. (See Anti-aircraft
X Scanning
Missiles/Air Defense System on
Pattern (1) Pattern (2)
page 17.)
5. Now the aircraft will scan for If your aircraft is destroyed, remove
enemy ships. it from the game.
13
ADVANCED WEAPONS GAME
2. When prompted to input blast The search or firing patterns for your
center coordinates, choose a advanced weapons are shown on the
3x3 area on your target grid. See label below your control panel. Check
Figure 12. Place a white peg in them out when prompted to select a
each hole of the targeted area. pattern.
Then enter the coordinate of the
center hole.
FIGURE 12
14
ADVANCED WEAPONS GAME
15
ADVANCED WEAPONS GAME
FIGURE 15
16
ADVANCED WEAPONS GAME
1. To scan, press the blue Scan 3. When prompted to enter target
button on your control panel. coordinates, input the coordinate
where you think the aircraft may
2. When prompted to enter search be flying above.
center coordinates, input the
coordinates in the center hole of 4. When prompted to fire, press
the scanning pattern, then place FIRE.
a blue peg in that hole. Press
ENTER to confirm. • If you scored a hit, you’ll hear
<Enemy hit at [target]. > That
• If one or more enemy ships are plane is destroyed.
detected, you’ll hear < Search
detects enemy vessel. Precise • If you missed, you’ll hear < Miss
location unconfirmed. > Now you’ll at [target]. > Better luck next
know to search this area on time!
future turns.
17
DEPLOYMENT FORMATIONS
A1 A
1 2 3 4 5 6 7 8 9 10 11 12 13 14
A
A2 A
1 2 3 4 5 6 7 8 9 10 11 12 13 14
A
B B B B
C C C C
D D D D
E E E E
F F F F
G G G G
H H H H
I I I I
J J J J
A3 A
1 2 3 4 5 6 7 8 9 10 11 12 13 14
A
A4 A
1 2 3 4 5 6 7 8 9 10 11 12 13 14
A
B B B B
C C C C
D D D D
E E E E
F F F F
G G G G
H H H H
I I I I
J J J J
A5 A
1 2 3 4 5 6 7 8 9 10 11 12 13 14
A
A6 A
1 2 3 4 5 6 7 8 9 10 11 12 13 14
A
B B B B
C C C C
D D D D
E E E E
F F F F
G G G G
H H H H
I I I I
J J J J
A7 A
1 2 3 4 5 6 7 8 9 10 11 12 13 14
A
A8 A
1 2 3 4 5 6 7 8 9 10 11 12 13 14
A
B B B B
C C C C
D D D D
E E E E
F F F F
G G G G
H H H H
I I I I
J J J J
A9 A
1 2 3 4 5 6 7 8 9 10 11 12 13 14
A
A10 A
1 2 3 4 5 6 7 8 9 10 11 12 13 14
A
B B B B
C C C C
D D D D
E E E E
F F F F
G G G G
H H H H
I I I I
J J J J
18
1 2
B1 B2
B3 B4
B5 B6
B7 B8
B9 B10
19
C1 C2
C3 C4
C5 C6
C7 C8
C9 C10
20
1 2
D1 D2
D3 D4
D5 D6
D7 D8
D9 D10
21
E1 E2
E3 E4
E5 E6
E7 E8
E9 E10
22
1 2
F1 F2
F3 F4
F5 F6
F7 F8
F9 F10
23
G1 G2
G3 G4
G5 G6
G7 G8
G9 G10
24
1 2
H1 H2
H3 H4
H5 H6
H7 H8
H9 H10
25
I1 I2
I3 I4
I5 I6
I7 I8
I9 I10
26
1 2
J1 J2
J3 J4
J5 J6
J7 J8
J9 J10
27
FCC Statement
NOTE:“Thisequipmenthasbeentestedandfound
to comply with the limits for a Class B digital
device, pursuant to Part 15 of the FCC Rules.
Theselimitsaredesignedtoprovidereasonable
protection against harmful interference in a
residentialinstallation.Thisequipmentgenerates,
uses and can radiate radio frequency energy,
and,ifnotinstalledandusedinaccordancewith
theinstructions,maycauseharmfulinterference
to radio communications. However, there is no
guarantee that interference will not occur in a
particular installation. If this equipment does
causeharmfulinterferencetoradioortelevision
reception,whichcanbedeterminedbyturningthe
equipmentoffandon,theuserisencouragedto
HASBROanditslogoandBATTLESHIParetrademarks
trytocorrecttheinterferencebyoneormoreofthe
following measures: of Hasbro and are used with permission. © 2012
Hasbro.AllRightsReserved.BATTLESHIPmotion
Reorient or relocate the receiving antenna.
picture © 2012 Universal Studios. All Rights
Increasetheseparationbetweentheequipment Reserved. TM & ® denote U.S. Trademarks.
and receiver.
Consult the dealer or an experienced radio/TV The HASBRO, Milton Bradley and MB names and
technician for help. logos are trademarks of Hasbro. US Pat. Nos.
7637505 and D546398.
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