Operation Manual
BEFORE
WE
BEGIN
...
Let's take
a
look
at
the ship cards
There are
12
ships to choose
from and each ship has
3
separate cards, each one
Each ship is assigned
Figure
3
a number from
7
to
6.
showing the ship in a
different position.
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.
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captured as well as how many
hits are needed to capture it.
I
Each card lists a point value
indicating its worth if it is
i
you immediately capture the card
Each ship has a special power
that can be used during
gamepry
Hit this an(
.
These are described on each card.
regardless of any other hits or misses on it.
"Sweet Spots" are indicated by the green
X.
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Choosing
Your
Fleet
Place the
36
ship cards on the table with all of the skulls
facing up (IMPORTANT: Keep the card side showing the ships'
"Sweet Spots" facing down on the table so no one can see them).
It
is
easiest to choose if the ships are positioned in sets in descending
order. For example, all of the Krakens (Is), all of the Flying
Dutchmans
(1 s),
all
of the Black Pearls (2s), etc.
The player whose birthday
is
closest to today
is
Player 1. Player 1
selects one ship card. Player
2
then selects twq $hip cards. Then, in
turn, players alternate selecting one card
at
a
time until both have
six cards.
Players 1 and
2
cannot choose the same ship. For example, if Player
1 chooses
a
Flying Dutchman ship card, Player 2 cannot choose one
of the remaining Flying Dutchman cards. After
a
ship is chosen, put
that ship's remaining cards off to the side out of play. They won't be
used this game.
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