TEXT: roadsides and Boarding Parties sets you and your opponent
  asail 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 light
  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
  and Captain, or force her to surren-
  der—or will the Royal Isabella attack
  with even stronger forces and score a
  victory for Spain? Will the ships 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,
  or destroy all of its cannons and
  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 ship is the ultimate in-
  tended victim: if you can destroy him
  in the fight, you'll win the game!
  
  of
  Object-
  Broadsides
  The object of Broadsides is to win
  the game by inflicting 
  sufficient
  damage upon the enemy ship to
  cause it to sink or surrender—OR to
  win the game by eliminating the Cap-
  tain and all crewmembers from the
  enemy ship.
  The object of Boarding Parties is to
  eliminate 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, bow
  sprits, and mast supports
  ' I parts bag, containing:
  20 cannons
  2 small ship pawns
  • 1 parts bag, containing:
  2 Captains
  44 crewmembers
  -1 parts bag, containing:
  30 playing cards
  2 dice
  A Look At Your Large Ship.
  CHAPTER 2
  A Look At The Gameboard.
  CHAPTERS
  Game Setup.
  CHAPTEM4
  Game Play: Broadsides.
  CHAPTERS
  Game Play: Boarding Parties.
  12
  CHAPTER 6
  How To Win The Game.
  15
  
  Look At
  Your Large Ship
  Throughout this instruction manual,
  references are made to various parts
  of the ships. In the diagram below,
  each section you need to know about
  is labeled.
  —Aft Mast
  Stern
  Bow
  Mid Section
  
  A 
  At
  Figure 1
  The gameboard (Figure 1) is divided
  into 3 sections. On the right and left
  sides are the areas used by the
  players for large ship and plotting
  card placement during the Broadsides
  portion of the game. In the center is
  the playing grid, which is used in
  both the Broadsides and Boarding
  Parties portions of the game.
  The playing grid depicts an especially
  treacherous area in the Caribbean
  Sea during the 17th century. This
  was typical pirate territory: small
  island groups like those shown on
  the gameboard were perfectly suited
  for pirates' purposes—not only could
  they hide out of sight behind them
  while waiting for victim ships to ap-
  proach, but they could also bury
  treasure in secret locations on them
  when the ship's hold began to over-
  flow.
  The dots on the gameboard playing
  grid are intersected by horizontal,
  vertical, and diagonal lines. Each dot
  on the playing grid represents a pos-
  sible ship location. During the
  Broadsides part of the game, you
  and your opponent each plot a
  course for your small ship by moving
  it forward from dot to dot, or by re-
  maining on a dot and rotating your
  ship 45° to the left or right (port or
  starboard) — or by simply remaining
  on a dot and not moving or rotating
  at all. No matter what your ship's
  course is, it is always located on one
  of the dots.
  At each location, your ship will
  always be intersected by eight lines,
  as shown in Figure 2.
  Figure 2
  The lines on the playing grid keep
  your ship on course at all times; they
  also direct your cannon fire when
  you move within firing range (one
  dot away) from the enemy ship.
  Depending on which of the lines
  leads outward from your ship to the
  enemy ship, you can fire a certain
  number of your cannons at the ship
  in an attempt to damage its masts
  and hull sections, or to eliminate its
  Captain and crewmembers.
  The islands on the playing grid are
  obstacles to avoid during game play.
  You must navigate your ship around
  them, because if you plot movement
  onto the shore of an island, you pay
  a penalty!
  On the top and bottom of the play-
  ing grid (in front of each player) is a
  picture of a ship in full sail. The
  large black circle on each of these
  ships indicates the starting location
  for each player's small ship.
  
  Game
  Setup
  Port Side
  Aft Cannons
  Stern
  10 Cannons
  O 22 Crewmembers
  • 1 Captain
  Starboard Side
  Figure 3
  1. Players sit across from each other
  and place the gameboard on a flat
  surface between them.
  2. Remove the cannons, crewmem-
  bers, Captains, small ships, card
  deck, and dice from the three parts
  bags.
  3. PLACEMENT OF LARGE
  SHIPS: Each player chooses a large
  ship, and places it on one side of the
  gameboard. The light brown ship is
  placed on The Royal Isabella; the
  dark brown ship is placed on The
  Seahawk. The gameboard should be
  positioned so that your large ship is
  to your left.
  4. PLACEMENT OF SMALL
  SHIPS: Each player chooses a small
  ship, and places it on the large black
  starting circle on his or her side of
  the gameboard.
  5. PLACEMENT OF CANNONS:
  Each player takes 10 cannons, and
  places them on the deck sections of
  his or her ship where cannon ports
  appear along the hull. Specifically, a
  cannon must be placed in each of the
  following deck sections, as shown in
  Figure 3: B3 and B5, C3 and C5, D3
  and D5, E3 and E5, F3 and F5.
  6. PLACEMENT OF CAPTAIN
  AND CMEW: Each player takes 20
  crewmembers of the same color as
  his or her small ship, and places one
  each on either side of a cannon, as
  shown in Figure 3. Each player then
  takes the remaining 2 crewmembers
  and places them on any section of
  the deck.
  The remaining two pieces are the
  Captains. Each player takes a Cap-
  tain the same color as his or her
  crew, and places it on any section of
  the deck.
  7. Punch out the damage markers
  from the token board. Each player
  takes a handful of damage markers
  and places them in front of him or
  her, off the gameboard.
  8. Each player takes 15 cards (half
  the 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 (either
  the red die or the white die).
  
  Game Play:
  Broadsides
  1. To begin the game, chart the
  course of your ship toward the
  enemy ship, to move within firing
  range of it. To move your ship,
  choose any 3 plotting cards from
  your hand, and place them facedown
  in the desired order in the squares
  provided on the gameboard (squares
  1, 2 and 3) next to your large ship.
  Your opponent does the same. Plot-
  ting is simultaneous-but keep your
  course a secret! You don't want your
  opponent to know the direction in
  which your ship is heading yet!
  PLOTTING CARDS: There are 4
  types of plotting cards, each allowing
  you either to keep your ship in its
  present location, or to move it in a
  certain direction:
  A Remain In Place card allows you
  to leave your ship in its present loca-
  tion (see Figure 4).
  A Move Forward card allows you to
  move your ship forward to the dot
  directly in front of it (see Figure 5).
  A Turn Starboard card allows you to
  rotate your ship 45° in a clockwise
  direction, as shown by the compass
  symbol on the card. Your ship re-
  mains on its present dot, but turns its
  bow to the right (see Figure 6).
  A Torn Port card allows you to
  rotate your ship 45° in a counter-
  clockwise direction, as shown by the
  compass symbol on the card. Your
  ship remains on its present dot, but
  turns 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 the
  same. Then you and your opponent
  each move your small ships as in-
  dicated on the card.
  Please Note: if you plot your ship
  onto the shore of an island (a loca-
  tion on an island where there is no
  dot to indicate a game space), you
  lose the rest of your plotted moves
  on that turn! Keep your ship in its
  present location-don't actually move
  it onto the island—and remain there
  until after your opponent has finish-
  ed moving his or her ship for that
  round of play. You may then con-
  tinue plotting and moving your ship
  on the next round of play.
  
  Figure 8
  EXAMPLE: you turn over your first
  card: Move Forward. You then move
  your ship one dot forward on the
  gameboard, as shown in Figure 8.
  At the same time, your opponent
  turns over his or her first card: Turn
  Port. His or her ship is then rotated
  45° in a counterclockwise direction,
  as shown in Figure 8.
  You and your opponent then turn
  over your second cards: yours is
  another Move Forward card; your
  opponent's is also a Move Forward
  card. 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 card—apparently,
  your opponent wants to know where
  your ship is heading before making
  another move! In this case, you
  move your ship 45° in a clockwise
  direction, while your opponent's ship
  remains exactly where it is. After this
  first round of plotting, your ships are
  positioned as shown by the black
  ships in Figure 8.
  3. After your 3 cards have been
  turned over and your ships have been
  moved—or not moved—accordingly,
  remove the cards from the gameboard
  and replace them in your hand. Your
  opponent does the same.
  4. You and your opponent continue
  plotting your ships' moves by playing
  3 cards at a time, turning each one
  over simultaneously, and moving
  your ships after a card is turned
  over. Eventually, your ships will move
  to within one dot of each other.
  When this happens, you're within fir-
  ing range, which means that one or
  both ships may be able to attack
  with cannon fire!
  IMPORTANT: Cannon fire can oc-
  cur after any of the 3 plotting cards
  have been turned over. If your se-
  cond or third plotting cards haven't
  been turned over yet, wait until after
  cannon fire to turn over the next
  card.
  
  5. HOW TO DETEHMINE WHICH
  CANNONS CAN FUtEs Whenever
  your ship is located one dot away
  from your opponent's ship, it's likely
  that at least one of you will be able
  to fire your cannons at the enemy
  ship.
  Each ship has 5 cannons per side: 2
  forward cannons, 1 midship cannon,
  and 2 aft cannons. The number of
  cannons that can fire at the enemy
  ship depends on the position of each
  ship in relation to the other ship on
  the gameboard. Here's how you
  determine which of your cannons (if
  any) can fire at the enemy:
  No matter where your ship is located,
  there are three gameboard lines lead-
  ing outward from the midsection of
  each side of your ship. Figure 9 shows
  these lines as A, B and C. Regardless
  of the position of your enemy ship, if
  line A intersects it, your 2 forward
  cannons can fire. If line B intersects
  the enemy ship, that's a broadside! A
  broadside shot means that all 5 can-
  nons on the side of your ship facing
  the enemy ship can fire at it! If line C
  intersects the enemy ship, your 2 aft
  cannons can fire at it.
  Figure 9
  There is only one exception to the
  rule of cannon fire from one dot
  away: if either the bow or the stern
  of your ship faces the enemy, you
  cannot fire at the enemy ship, even
  though it may be able to fire at you!
  The white ship can fire
  its 2 forward starboard
  cannons at. the black
  ship.
  The black ship has a
  broadside shot: all 5 of
  its portside cannons can
  fire at the white ship!
  A broadside for both
  ships! Each can fire all 5
  cannons from its port-
  side.
  The white ship can't fire
  any of its cannons at the
  black ship.
  The black ship, how-
  ever, can fire its 2 aft
  portside cannons at the
  white ship.
  The black ship can fire
  its 2 forward portside
  cannons at the white
  ship.
  The white ship can fire
  its 2 aft starboard can-
  nons at the black ship.
  IMPORTANT: the above examples assume that all
  cannons on both ships are active. Once a ship loses the
  cannon and crew from a deck section, they are removed
  from play and can't fire in the next round (see Step 7,
  "Effects of Cannon Fire," on page 10).
  
  6. CANNON FIRE: once you and
  your opponent have determined
  which cannons can fire at the other
  ship, the battle begins. Basic rules
  for cannon fire are as follows:
  • You can only fire active cannons—
  that is, cannons actually on board
  when the battle begins. Cannons hit
  in a previous round of enemy fire are
  removed from play, and are not eli-
  gible to fire.
  • Active cannons are fired by die
  rolling. The player firing a cannon at
  the enemy ship declares a deck sec-
  tion on the opponent's ship, then
  rolls a die in an attempt to "hit" a
  target—a cannon and crew, a mast, a
  hull section, or the Captain—in that
  deck section.
  • Cannon fire is simultaneous: that
  is, if you and your opponent ex-
  change cannon fire, you do so at the
  same time, even though you take
  turns firing. The idea of simultaneous
  cannon fire is important, because
  even if your opponent rolls the die
  first and hits one or more of your
  cannons eligible to fire, you will still
  be able to fire from it (or them)
  when your turn comes to roll the die.
  » You can only fire the cannons
  from the side of the ship that faces
  your opponent's ship—either the port
  (left) or starboard (right) side. For
  example, if your aft portside cannons
  are aimed at the enemy ship, only
  the aft portside cannons can fire at
  it.
  • Even though you are only able to
  fire your cannons from your port or
  starboard side, your cannon fire may
  land on any declared deck sections of
  the enemy ship! See "Declaring A
  Deck Section," below.
  DECLARING A DECK SECTION:
  cannons are fired by die rolling.
  Before you roll your die, you must
  declare which deck section of your
  opponent's large ship you are about
  to attack: A, B, C, D, E, F, G, or
  H.
  Figure 10 shows a ship deck, and the
  target or targets in each section as
  they were placed at the beginning of
  the game. Notice that the targets are
  different for many deck sections.
  Section A has only one target posi-
  tion—A4—but there are two targets
  on it: the foremast and a crewmem-
  ber. Sections B through F have can-
  nons and crewmembers in the 3 and
  5 positions (starboard and port), and
  the main mast in C4 position. Sec-
  tion G has only the mizzen mast, in
  G4. And Section H has the Captain
  and the aft mast in H4, and a crew-
  member in H3. Note: The Captain
  and extra crewmembers can be placed
  in any deck section or sections.
  Figure 10
  Mizzenmast
  3- Crew/member
  Aft Mast
  Once you've declared your deck sec-
  tion—the section on your opponent's
  ship to which you'd like to do some
  damage—you roll your die. The
  number you roll on the die indicates
  which target(s), if any, your cannon
  fire hits. For instance, if you declare
  deck Section C of the enemy ship,
  and you roll a "5" on the die, you've
  hit a target: the cannon and crew on
  C5!
  The following targets are possible
  whenever you roll a die for cannon
  fire:
  Die
  Sol!
  Target
  1 
  Always a miss!
  2 
  A die roll of 2 does hull
  damage to the enemy ship (see
  Step 7, "Effects of Cannon
  Fire").
  A die roll of 3 hits all targets
  in the "3" position of the
  declared deck section.
  A die roll of 4 hits a mast, if
  the declared deck section is A,
  C, G, or H.
  A die roll of 5 hits all targets
  in the "5" position of the
  declared deck section.
  Always a miss!
  A note on targets: if your Captain
  and/or additional crewmembers oc-
  cupy the position in the declared
  deck section that is "hit" by the die
  roll, they are also considered targets.
  For more about the effects of can-
  non fire, see Step 7, on page 10.
  CANNON 
  EXCHANGE
  SEQUENCE
  A. Determine how many cannons
  can fire at the enemy ship. This is a
  predetermined number of shots that
  does not change during the round of
  fire, even if your opponent has the
  first 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 by
  mutual consent. (Since cannon fire is
  theoretically simultaneous, there is
  no advantage in firing first or last).
  C. The first player to fire declares a
  deck section on the enemy ship, then
  rolls a die. Depending on the number
  rolled, damage may or may not be
  done 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 or
  targets are "hit," they are removed
  from play (see Step 7, below).
  D. The other player then fires (if he
  or she can) by declaring an enemy
  deck section and rolling a die for
  each cannon eligible to fire. A sec-
  tion of the declared deck is either hit
  or missed with each roll of the die.
  7. EFFECTS OF CANNON FIHE:
  as explained in Step 6, the number
  on your enemy's die roll during can-
  non fire determines the kind of
  damage (if any) done to your ship.
  Below is a detailed description of
  each kind of damage that can be
  done to your ship, and what happens
  as a result.
  Cannon And Crew Loss: all cannons
  and crewmembers hit by enemy fire
  must immediately be removed from
  the deck. Either or both of your ad-
  ditional crewmembers are also
  removed from the deck if they are
  hit. If the cannons hit by enemy fire
  are active —that is, if they are eligi-
  ble to fire back—you must remove
  them from the deck anyway, but
  keep in mind that you can still roll a
  die for each of them when your turn
  comes to fire.
  The loss of your Captain is discussed
  separately in this step.
  Mast Damage Or Loss: each large
  ship begins the game with 4 masts:
  the foremast, in Section A4; the
  main mast, in Section C4; the miz-
  zenmast, in Section G4, and the aft-
  mast, in Section H4. When a mast is
  hit by enemy cannon fire, it is
  removed from the ship and from
  play. The main mast must be hit
  twice to be removed from play: it's
  the largest mast, and consists of 2
  parts. 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 the
  main mast is hit, remove the top part
  on the first hit, and the bottom part
  on the second hit.
  • For each mast that is removed, you
  must use a Damaged Mast and/or
  Hull card in place of one of your
  plotting cards on each turn after-
  ward. Please Note: the main mast
  must be hit twice to require the use
  of a Damaged Mast and/or Hull
  card. For example, if one mast is
  removed, you must use one Damaged
  Mast and/or Hull card and 2 plot-
  ting cards during each movement
  plotting portion of your turn; the
  removal of 2 masts means that you
  must use 2 Damaged Mast and/or
  Hull cards, and 1 plotting card; and
  the removal of 3 masts means that
  all 3 of your cards must be Damaged
  Mast and/or Hull cards.
  A Damaged Mast and/or Hull card
  prevents you from moving or rotat-
  ing your ship. It acts just like a
  Remain In Place card.
  If you are forced to play 3 Damaged
  Mast and/or Hull cards on each turn
  following damage to a third mast,
  you're considered "dead in the
  water". You still have cannon fire
  capability, but you can't move. This
  is a dangerous position for you,
  because your opponent can then
  position his or her ship so that your
  ship's bow or stern is facing it—
  your crew can then be annihilated by
  the enemy, and you won't be able to
  return 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 enemy
  rolls a 2 on the die during cannon
  fire, damage is done to one of your
  hull sections (the side of your ship
  facing the cannon fire). There is only
  one exception: if the bow or stem of
  your ship is facing your opponent's
  ship, you do not sustain hull damage
  if your opponent rolls a 2.
  Whenever one of your hull sections
  is hit, you must do the following:
  • If any of your hull sections is hit
  once, place a damage marker on the
  deck, next to the hull section that
  was hit.
  • If any of your hull sections is hit a
  second time on the same side of your
  ship (either the port side or the star-
  board side), place a second damage
  marker 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 as
  2 hits to that hull section, and you
  must place 2 damage markers in the
  "C5" section of your ship. Two hits
  to the same hull section means that
  that section of your hull has been ir-
  reparably damaged. After 2 hits to a
  hull section, you must use a Dam-
  aged Mast and/or Hull card in place
  of one of your plotting cards on each
  of your following turns Oust as you
  must do for mast damage). Please
  Note: a third hit to a hull section has
  no effect. If 2 of your hull sections
  have taken 2 hits, you must use 2
  Damaged Mast and/or Hull cards;
  and three sections which have been
  hit twice require you to use 3
  Damaged Mast and/or Hull cards.
  If you are forced to play 3 Damaged
  Mast and/or Hull cards as a result of
  hull damage (rather than mast
  10
  
  damage), your ship sinks and you are
  out of the game!
  A note on Damaged Mast and/or
  Hull cards: if you are forced to use 3
  Damaged Mast and/or Hull cards as
  a result of mast and hull damage (for
  example, 2 cards represent mast
  damage, and 1 card represents hull
  damage), you cannot move or rotate
  your ship, but you can still fire at the
  enemy 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 your
  ship.
  • You can finish turning over your
  plotting cards for that round of play,
  but you cannot play any plotting
  cards during the next round (your
  opponent can still play his or her 3
  plotting cards). You can, however,
  fire your cannons during the next
  round of play, if your opponent
  moves within firing range.
  • At the end of the present round of
  play (after your 3 plotting cards have
  been 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 from
  the deck (and from play), and put
  your Captain in its place.
  8. You and your opponent continue
  moving your ships on the gameboard
  and exchanging cannon fire until any
  one of the following occurs:
  • One player surrenders as a result of
  mast damage or a combination of
  mast and hull damage; the other
  player wins the game!
  • One player sinks as a result of hull
  damage; 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 Boarding
  Parties portion of game play!
  A Collision: a collision occurs when
  both ships end a plotting movement
  (after any of the three cards have
  been turned over) on the same dot.
  When your ships collide, the Broad-
  sides portion of the game ends and
  the Boarding Parties portion begins!
  Boarding Party rules are explained in
  the next chapter—but before you
  board your opponent's ship for
  hand-to-hand combat, you should do
  the following things:
  • Put the plotting and damage cards
  aside—including any cards remaining
  on the gameboard. You won't need
  them in the Boarding Parties portion
  of the game.
  • Put the damage tokens aside, too—
  including those remaining on the
  deck of either large ship.
  • Remove the masts from both large
  ships, if you'd like; they may present
  mobility problems for your crew-
  members during boarding.
  11
  
  Game Play:
  Boarding Parties
  During the Boarding Parties portion
  of the game, any or all of the crew-
  members on your large ship can
  board the enemy ship and conduct
  hand-to-hand combat. The object of
  Boarding Parties is to eliminate the
  enemy Captain. As in the Broadsides
  portion of the game, combat is con-
  ducted by die rolling: the player roll-
  ing the higher number on the die
  eliminates a member of the enemy
  crew—or the Captain himself!
  1. POSITIONING YOUM LARGE
  ON THE GAMEBOARD:
  when a collision occurs, the small
  ships are removed from the game-
  board, and the large ships are placed
  on the gameboard to prepare for
  boarding. But before you remove the
  small ships from the board, it's im-
  portant that you determine the rela-
  tive position of each ship to the other
  at the point of collision, so you can
  place your large ships accordingly.
  Placement of large ships for the
  Boarding Parties portion of the game
  is critical, because much depends on
  whether the port side or starboard
  side of your ship is alongside your
  opponent's ship, and vice-versa. This
  is because the crewmembers remain-
  ing on the side of your ship closest
  to your opponent's ship play a major
  Figure H
  Collision by simultaneous movement onto the
  same dot.
  role in combat during this portion of
  the game, as explained in the rules to
  follow.
  The position of your large ships on
  the gameboard depends on the posi-
  tion of your small ships at the point
  of collision. Your small ships can
  collide in either of two ways:
  • By simultaneous movement onto
  the same dot (see Figure 11);
  OR
  • By one ship moving onto a dot
  occupied by the other ship (see
  Figure 12).
  Collision By Simultaneous Movement
  Onto The Same Dot: if your small
  ships move from different locations
  onto the same dot, you must con-
  sider one ship as the constant—that
  is, move one of the ships onto the
  dot first, and then move the other
  ship into it. It doesn't matter which
  ship moves first, since the positioning
  of the large ships will be the same in
  either case.
  Placement of the large ships is then
  determined by the direction from
  which the moved ship came into con-
  tact with the stationary ship, as shown
  in Figures 13 and 14 on the following
  page.
  Figure 12
  Collision by one ship moving onto a dot oc-
  cupied by the other ship.
  Collision By One Ship Moving Onto
  A Dot Occupied By The Other Ship:
  If your ship collides with your oppo-
  nent's ship by moving onto the dot
  occupied by it, the stationary ship is
  the constant. Placement of your large
  ships is determined, as above, by the
  direction from which your ship col-
  lided with your opponent's ship.
  Figures 13 and 14, on the following
  page, show how each large ship
  must be placed when your small
  ships collide in either of the two
  ways described above.
  Colliding With Your Opponent From
  The Bow Or Stem: if you move onto
  a dot occupied by your opponent's
  ship and collide with the bow of the
  ship, the large ships must be placed
  as shown in Figure 15.
  If your ship collides with the stern of
  your opponent's ship in this manner,
  the large ships must be placed as
  shown in Figure 16.
  2. Now that you've determined how
  to position your large ships on the
  gameboard, remove the small ships
  from the gameboard and carefully
  place the large ships as discussed
  above. The ships must be positioned
  so that yours is directly in front of
  you, and your opponent's is directly
  in front of him or her. The ships
  should be directly parallel to one
  another, so that each deck section of
  your ship is opposite a corresponding
  deck section of your opponent's ship
  (see Figure 10 for deck section
  layout). If the bow of each ship faces
  the same direction, deck sections A
  through H should be directly op-
  posite; if the bow of one ship faces
  the stern of the other ship, deck sec-
  tion A of each ship should be direct-
  ly opposite deck section H of the
  other ship.
  3. Before boarding each other's
  ships, you must exchange one last
  round of cannon fire. Only the can-
  12
  
  I,
  /•rom Direction A 16 J
  From Direction B
  From Direction C
  V
  From Direction A
  From Direction B
  From Direction C
  Figure 13
  nons facing your opponent's ship (if
  any) can fire. A round of cannon
  fire is then exchanged as detailed in
  the Broadsides section. Please Note:
  in this round of fire, mast and hull
  damage are not effective, since the
  movement plotting portion of the
  game is over.
  4. After the last round of cannon
  fire is exchanged and any destroyed
  cannons and crewmembers are re-
  Figure 14
  moved from play, boarding of each
  other's ship begins. Determine which
  player can board first by rolling one
  die each. The player with the higher
  roll boards first.
  5. 
  OPPONENTS
  SHIP: during your turn, move your
  crewmembers from deck section to
  deck section on your own ship, or
  across to your opponent's ship, or on
  your opponent's ship. Rules for
  Opponents 
  Your
  Ship 
  Ship
  boarding are as follows:
  • You must make 3 movements on
  your turn. You can move 1 of your
  crewmembers 3 deck sections, or 3 of
  your crewmembers 1 deck section
  each. You can also move 1 crew-
  member 1 deck section, and 2 crew-
  members 1 deck section. Crew-
  members can be moved 2 or 3
  together onto the same deck section,
  or they can be moved separately, on-
  to separate deck sections. Any com-
  bination is acceptable, as long as 3
  movements are made.
  • You can move your crewmembers
  diagonally on your ship or on your
  opponent's ship, but you cannot
  board your opponent's ship diagonal-
  ly: you can only board it from your
  deck section to the deck section of
  your 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.
  13
  
  • Movement from a lower deck sec-
  tion to a higher deck section—or
  from a higher deck section to a lower
  deck section—can be made only
  from a deck section adjacent to a
  ladder. 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 as
  well as your crewmembers, either on
  your own ship or across to your op-
  ponent's ship.
  • If you wish, you can return any of
  your crewmembers (or your Captain)
  to your own ship after boarding your
  opponent's ship, as long as they
  abide by the rules of boarding and
  movement.
  6. HAND-TO-HAND COMBAT:
  whenever any of your crewmembers
  move onto a deck section occupied
  by enemy crewmen, you must con-
  duct hand-to-hand combat. The bat-
  tle (or battles) is conducted after
  your 3 movements have been made.
  Combat is resolved by die rolling:
  each of you rolls a die at the same
  time—and the higher number elimi-
  nates an opposing crewmember. The
  battle continues until all of your
  crewmembers, or all of your oppo-
  nent's crewmembers on that deck sec-
  tion, have been eliminated. The re-
  maining crewmembers stay on the
  deck section where the battle took
  place.
  IMPORTANT: once a deck section is
  occupied by the enemy, both sides
  must fight to the finish—retreating
  from battle is not allowed!
  Before the battle begins, you and
  your opponent must determine how
  many of each of your crewmembers
  are involved in the battle. If you and
  your opponent have an equal number
  of crewmembers, the fight is even. If
  you have more crewmembers in the
  deck section than your opponent,
  you will have an advantage hi battle:
  / additional crewmember adds 1 to
  your 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 your
  opponent has only two, you can add
  1 to your die roll for as long as the
  extra crewmember remains in the
  battle. This means that if you and
  your opponent both roll a 3, you win
  the die roll, since you can add 1 to
  your 3 (3 +1 =4). You then
  eliminate an opposing crewmember.
  Now your opponent has one crew-
  member in the battle, and you still
  have 3. This changes your advantage
  from 1 on the die roll to 2: you can
  then add 2 to your next die roll.
  If your Captain is involved in the
  battle, you can automatically add 1
  to your die roll. But remember—if
  you lose your Captain in hand-to-
  hand combat, you lose the game!
  When combat occurs, the sequence is
  as follows:
  • Determine which player, if either,
  has an advantage in battle (extra
  crewmember(s).
  • You and your opponent each roll a
  die. The higher roller eliminates an
  opposing crewmember from the bat-
  tle. If the numbers rolled are the
  same, a crewmember from each side
  is eliminated.
  •• Before rolling again, determine
  whether either player has an advan-
  tage as a result of the eliminated
  crewmember, or if the advantage has
  changed or been cancelled out.
  • You and your opponent then roll a
  die each. Again, the higher roller
  eliminates one opposing crewmember.
  « The battle continues until one (or
  both) player has lost all of his or her
  crewmembers in that deck section.
  Remember—no retreating is allowed
  on either side!
  A final note on hand-to-hand com-
  bat: if your Captain is involved in
  battle, it cannot be eliminated until
  all of your other crewmembers in the
  battle have been destroyed. Your
  Captain 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 on
  both sides, the battle is even: neither
  player has an advantage.
  B. You and your opponent each roll
  a die. You roll a 5; your opponent
  rolls a 6. You remove one of your
  crewmembers from play.
  C. Since your opponent still has 2
  crewmembers in the battle and you
  now have only one, your opponent
  has an advantage of 1.
  D. Again, you and your opponent
  each roll a die. You roll a 4; your
  opponent rolls a 2. Your opponent
  adds 1 to his or her die roll
  (2 + 1=3). Even with the advantage,
  your opponent loses the round. One
  of his or her crewmembers is removed
  from play.
  E. Now you and your opponent are
  both 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. No
  one remains on the deck section; no
  one wins the battle!
  7. The Boarding Parties portion of
  the game ends when one of you loses
  your Captain. If both of your Cap-
  tains are in battle together, and you
  and your opponent roll an equal
  number on the dice, roll again until
  one of the Captains is eliminated!
  14
  
  How to
  Win the Game
  There are several ways to win Broad-
  sides and Boarding Parties. In fact,
  you can take the wind out of your
  opponent's sails even before the
  Boarding Parties get under way, if
  you can do enough damage to the
  enemy ship during the Broadsides
  portion of the game. Here are all the
  ways you can win:
  A 
  Victory
  —Blast away 3 enemy masts so that
  your opponent is unable to
  maneuver, and concedes the game as
  a result.
  —Sink your opponent's ship by hit-
  ting 3 hull sections twice.
  — Force your enemy to surrender by
  hitting any combination of masts and
  hulls, rendering him or her unable to
  maneuver.
  — Eliminate all enemy cannons,
  crewmembers, and finally the Cap-
  tain by cannon fire.
  A 
  Victory
  —Eliminate the enemy Captain in
  hand-to-hand combat.
  15
  
  GAMEMASTER
  SERIES
  ©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 before
  the ship is fully assembled.
  C. Lay the deck into place on the ship, making sure that the deck
  is seated securely on the 4 cross supports, and that the mast
  support holes on the deck line up with the holes in the cross
  supports.
  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
  
SOURCE: textdata/thevault/Broadsides/B&BP_manual.pdf