HASBRO Battleship Deluxe Movie Edition User Manual

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®
TM
RULES FOR 1 OR 2 PLAYERS
ADULT ASSEMBLY REQUIRED
AGES 8+
Huge, glistening, dark and ominous, the alien ships rose from the depths of the ocean, directly in the path of our Navy eet. They had come with no warning, had oered no greeting. Their menacing presence made only one thing clear: whoever these beings were, they had not come to befriend us.
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THE FIRST TIME YOU PLAY
CONTENTS
• Four-piece folding game unit with storage trays
• 5 Navy ships
• 5 Alien ships
• Red, white and blue pegs
• 1 Red and 1 Blue Attack Squadron
• 1 Red and 1 Blue Scouting Craft
• Label sheet
• 4 Rubber feet
OBJECT
Destroy your opponent’s eet of ships before he destroys yours.
THE FIRST TIME YOU PLAY
1. Insert the Batteries
1.5V AAo r LR6
ALKALINE BATTERIES REQUIRED
(NOT INCLUDED)
To insert the batteries, make sure the red ON/OFF switch is OFF. Then loosen the screw on the battery box, located on the underside of 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.
Figure 1
Insert 3 AA Batteries
IMPORTANT: BATTERY INFORMATION
CAUTION:
1. TO AVOID BATTERY LEAKAGE a. Always follow the instructions carefully. Use only batteries specied and be sure to insert them correctly by matching the + and – polarity markings. b. Do not mix old batteries and new batteries or standard (carbon-zinc) with alkaline batteries. c. Remove exhausted or dead batteries from the product. d. Remove batteries if product is not to be played with for a long time. e. Do not short-circuit the supply terminals. f. RECHARGEABLE BATTERIES: Do not mix these with any other types of batteries. Always remove from the product before recharging. Recharge batteries under adult supervision. DO NOT RECHARGE OTHER TYPES OF BATTERIES.
2. Should this product cause, or be aected by, local electrical interference, move it away from other electrical equipment. Reset (switching o and back on again or removing and re-inserting batteries) if necessary.
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THE FIRST TIME YOU PLAY
2. Assemble the Game Unit
Apply the light gray (Navy) Advanced Weapons label to the side of the center module with the red ON/OFF switch. See Figure 2. Then apply the dark gray (Alien) label to the other side.
Apply the large blue BATTLESHIP label and two rubber feet to the back of the green ocean grid. See Figure 3. Then apply the large red BATTLESHIP label and two rubber feet to the back of the red ocean grid.
Press the ocean grid panels into the sides of the module, with the green grid on the side with the red ON/OFF switch. Then snap the target grid into the top, with the green side facing the red ON/OFF switch. See Figure 4.
On the Navy side of the game, apply the green label to the target grid and the small blue BATTLESHIP label to the storage tray. See Figure 5. Then apply the red target grid label and the red BATTLESHIP label in the same places on the Alien side.
3. Place the Game Parts in the Tray
Carefully detach the 10 ships from the plastic frames, then discard or recycle the frame. If needed, use an emery board or sandpaper to remove any excess plastic from the ships.
Remove the pegs and aircraft from the bags, and place half of the parts in each storage tray, so that each tray has:
• 50 red HIT pegs
• 100 white MISS pegs
• 25 blue SCAN pegs
• 1 red and 1 blue Attack Squadron (Navy tray only)
• 1 red and 1 blue Scouting Craft (Alien tray only)
Light gray label
Target grid
Navy ocean grid
Target grid label
Storage tray label
FIGURE 2
ON/OFF switch
FIGURE 3
FIGURE 4
Alien ocean grid
ON/OFF switch
FIGURE 5
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A LOOK AT YOUR SHIPS
A LOOK AT YOUR SHIPS
In this game, Alien Invaders attack the American and Japanese Navy Fleet in a do-or-die battle for Earth. Each player controls a eet of ve ships based on the BATTLESHIP movie. Here’s a look at the ships that make up each eet.
THE NAVY FLEET
AIRCRAFT CARRIER
5 Hits To Sink
BATTLESHIP
4 Hits To Sink
RED JAPANESE DESTROYER
3 Hits To Sink
BLUE AMERICAN DESTROYER
3 Hits To Sink
RHIB
(RIGID-HULLED INFLATABLE
BOAT)
2 Hits To Sink
THE ALIEN FLEET
FLAGSHIP
5 Hits To Sink
HEAVY ORDNANCE CRAFT
4 Hits To Sink
RED STORM STINGER
3 Hits To Sink
BLUE SHREDDER STINGER
3 Hits To Sink
SMALL ASSAULT SHIP
2 Hits To Sink
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SETTING UP YOUR GAME
SETTING UP YOUR GAME
1. Lay the ocean grids at. Then lift the target grid straight up until the rubber feet on the ocean grids grip the play surface.
2. Push down on the top of the game unit until the ocean grids lock into place. Make sure the game is stable before you start playing. See Figure 6.
CONTROL PANEL
(SEE BOX FOR
CONTROL FEATURES)
TARGET GRID
ON/OFF SWITCH
OCEAN GRID
FIGURE 6
THE CONTROL PANEL
ADVANCED WEAPONS
In the Advanced Weapons game, press to activate a ship's special weapons.
LETTER/NUMBER BUTTONS
Press to select letter and number coordinates on your opponent’s ocean grid when searching for enemy ships.
SCAN
In the Advanced Weapons game, press to scan for enemy ships when using the Blue American Destroyer or the Blue Shredder Stinger.
ENTER
Press to conrm game options and commands.
CANCEL
Cancels your last command. The last prompt by the computer will be repeated. Enter new data.
Push grids into grooves to lock into place.
REPEAT
Press to repeat the last voice prompt.
FIRE
Press to launch an attack.
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STARTING A GAME
STARTING A GAME
1. If you’re playing a 1-player game, face the side of the game with the ON/OFF switch. If you’re playing a 2-player game, decide who will be Player 1 (the Navy Commander) and who will be Player 2 (the Alien Invader). Sit across from each other with the game between you. Player 1 faces the side with the ON/OFF switch.
GAME TYPES
1. Classic Game
Press 1 and ENTER to play. This mission is the easiest to play, and is a great way to develop your strategic battle skills. On your turn, you’ll re one shot to score a hit or a miss. The winner is the rst player to sink the enemy eet.
2. Press the ON/OFF switch ON. The game will say <The battle for
Earth has begun! Input number of players. Press 1 for solo game. Press 2 for 2-player game.>
• 1-Player Game: If you’re playing
a solo game, press 1, then press ENTER to conrm. You’ll be the Navy Commander playing against the Alien Invader (the computer).
Next, you’ll be prompted to choose Diculty Level 1 (Easy), 2 (Medium) or 3 (Hard). The higher the level, the smarter the computer will be. Press 1, 2 or 3, then press ENTER to conrm.
• 2-Player Game: If you’re playing
a 2-player game, press 2, then press ENTER to conrm.
Now follow steps 3, 4 and 5 to
choose a game type, weapon type and eet setup.
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2. Multi-Attack Game
Press 2 and ENTER to play. This game plays the same as the Classic Game, except that each time you hit an enemy ship or detect one during a scan, you’ll earn an extra turn.
3. Salvo Game
Press 3 and ENTER to play. This game plays the same as the Classic Game, except that you re one shot for each ship in your eet that is still aoat. For example, when the game begins you’ll get ve shots per turn. Then, for each ship your opponent sinks, you’ll get one less shot per turn.
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STARTING A GAME
3. Choose a Game: When the game says <Press 1, 2 or 3 to select
game type>, press a number to
choose a game. (See the Game Types box for details). 1: Classic Game 2: Multi-Attack Game 3: Salvo Game
For example, if you press 1, you’ll hear <Classic Game Selected. Press
ENTER to conrm.> Press ENTER.
4. Choose Your Weapons: When
the game says <Press 1 or 2 to
select weapons>, press 1 or 2
to choose Basic or Advanced Weapons. (See the Weapon Choices box for details.) For example, if you press 1, you’ll hear <Basic Weapons Selected.
Press ENTER to conrm.>
Press ENTER.
5. Choose Your Fleet Setup: Now
you’ll hear <Player 1, press
1 or 2 for eet deployment options.> Press 1 or 2 to choose
Custom Fleet Deployment or Predetermined Fleet Deployment. See the Fleet Deployment Options box for details.
For example, if you press 1, you’ll hear <Custom eet deployment
selected. Press ENTER to conrm.>
Press ENTER.
WEAPON CHOICES
1. Basic Weapons: Press 1
and ENTER to play. In a Basic Weapons game, each player res one shot at a time. It’s the easiest way to play.
2. Advanced Weapons: Press
2 and ENTER to play. In an Advanced Weapons game, your ships can use special weapons to scan or attack several coordinates at a time. This game is recommended for experienced players only.
FLEET DEPLOYMENT OPTIONS
1. Custom: Press 1 and ENTER
to choose. Place each of your ships wherever you want it on your ocean grid, then input their coordinates so the computer knows where they are.
2. Predetermined: Press 2 and
ENTER to choose. Place each of your ships in one of 100 preset formations (see pages 18-27). Enter that formation code, and the computer automatically inputs their coordinates.
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FLEET DEPLOYMENT
CUSTOM FLEET DEPLOYMENT
If you selected Custom Fleet Deployment, the game will say
<Player 1, deploy your eet. When the ship reports, input the rst and last coordinates of its location. Aircraft Carrier reporting!> If you’re
Player 1, place your ships on your ocean grid, starting with your Aircraft Carrier. Here’s how:
• Place the ship by tting its pegs into the holes. You can place ships vertically or horizontally, but never diagonally.
• Ships may overhang the edge of the grid or overlap other ships, but make sure that each target hole in your ships has its own coordinate.
• Now input only the rst and last coordinates of the ship so the game will know where it is. For example, if you place your Aircraft Carrier where shown in Figure 7, the coordinates are B5, B6, B7, B8 and B9. To enter them, just press B5 and B9. The game will automatically know the coordinates in between. Then press ENTER to conrm.
Canceling an entry: If you make a mistake, press the CANCEL button and re-enter the information after the last command is repeated.
FIGURE 7
To input the position of your aircraft carrier, press B5 and B9.
Incorrect coordinates: If you’ve pressed a wrong coordinate, the game will say, <Incorrect.> In this case, just enter the correct coordinate.
• After conrming the coordinates of your Aircraft Carrier, you’ll hear <Aircraft Carrier on station!
Battleship reporting!> Place
your Battleship and enter its coordinates the same way. Then do the same with your Red and Blue Destroyers and your RHIB.
Aircraft Placement: If you’ve chosen to use Advanced Weapons, you’ll now be prompted to place your aircraft. See Placing Your Aircraft on page 12.
Next, the game will prompt Player 2 to choose a eet deployment option for his Flagship, Heavy Ordnance Craft, Red Storm Stinger, Blue Shredder Stinger and Small Assault Ship.
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FLEET DEPLOYMENT
PREDETERMINED FLEET DEPLOYMENT
If you’ve chosen this option, take a look at the 100 preset eet 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 conrm.
The ships shown in these formations are shaped generically, so that they can be used for either the Navy Fleet or the Alien Fleet. You may need to rely on the color of your ships and the number of holes in them as you place your ships on your grid.
These formations also show two aircraft aboard the 5-hole ships. This tells you where to place your aircraft in an Advanced Weapons game. If you’re playing with Basic Weapons, just ignore the aircraft.
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BASIC WEAPONS GAME
BASIC WEAPONS GAME
These rules are for players who are using Basic Weapons. If you chose to use Advanced Weapons, see Advanced Weapons Game on pages 11 - 17.
The game begins by saying
<Awaiting orders Player 1>. If you’re
Player 1, it’s your turn to search for a ship location and re at it. Here’s how to do this:
1) Mark a target: Choose a coordinate on your target grid (one where you think an opponent’s ship might be located). Then t a white peg into that hole, and enter the letter/number coordinate. See Figure 8.
FIGURE 8
If you choose this target, enter B3 to re at it.
2. Fire! When prompted by the game, press FIRE to launch a missile at your target. Then wait to see if it’s a hit or a miss.
• Hit! If you hit an enemy ship, you’ll hear an explosion, see the red light ash, and hear < Enemy
hit at [target]! > Good job! Replace
your white peg with a red one to record the hit.
Your opponent records the hit by tting a red peg into the matching hole in his hit ship. See Figure 9. (Your opponent does not tell you which ship was hit.)
FIGURE 9
You hit your opponent’s destroyer at B3. He places a red peg in that ship hole.
• Miss! If you didn’t hit an enemy ship, you’ll hear a buzzer, see the yellow light ash, and hear
< Miss at [target]. > Better luck
next time! Leave your white peg in the hole so you won’t re at that target again.
3. Depending on which game
you’re playing, you may get to re again. When your turn is over, you’ll hear <Awaiting
orders Player 2. > Now it’s your
opponent’s turn to choose a target and re at it.
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ADVANCED WEAPONS GAME
4. Keep taking turns ring at the enemy, keeping track of your hits and misses.
SINKING A SHIP
When all coordinates of a ship have been hit, the ship is sunk. You’ll hear < Alien target neutralized! > or
< Human target obliterated! > and
the name of the ship that was sunk. Leave sunk ships on the grid, with red pegs to indicate they’ve been sunk.
WINNING THE GAME
When one player sinks the fth and last ship in his opponent’s eet, that player wins the game!
NAVAL LETTER CODE
When calling out letter coordinates, this game uses the same letter codes used by Naval Commanders.
A = Alpha B = Bravo C = Charlie D = Delta E = Echo
F = Foxtrot G = Golf H = Hotel I = India J = Juliet
ADVANCED WEAPONS GAME
In this game, you have two options on a turn: you can either enter a coordinate as you would in a Basic Weapons game, or you can press a yellow or blue button on your control panel to activate a special weapon.
Here’s a rundown of the special weapons you can use in this game:
• Your Aircraft Carrier (or Flagship) has two aircraft that you can launch to y over enemy air space, scan for targets and re at them.
• Your Battleship (or Heavy Ordnance Craft) is equipped with a deadly missile that can blast all enemies in a 3x3 area.
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ADVANCED WEAPONS GAME
• Your Red Japanese Destroyer (or Red Storm Stinger) that can target three coordinates in a single strike.
• Your Blue American Destroyer (or Blue Shredder Stinger) has two homing missiles that can search and destroy along a vertical or horizontal line.
If you choose Predetermined Fleet Deployment, place your aircraft in the positions shown in your chosen formation. The computer will automatically input their coordinates.
LAUNCHING YOUR AIRCRAFT
As the game begins, you’ll want to send out your aircraft to “y” above the battle zone to scan for enemy targets. To do this, follow these steps:
• You can also launch anti-aircraft missiles to destroy enemy aircraft “ying” over the target grid.
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 your ve ships, the game will say (for example) <Red Attack Squadron
reporting! Input coordinates on Aircraft Carrier. > Now enter the
coordinates of your red squadron. Next, you’ll be prompted to enter the coordinates of your blue squadron.
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1. Press the yellow Aircraft Carrier (or Flagship) button on your control panel. You’ll hear (for example) < Aircraft Carrier
reporting! Select undeployed Attack Squadron. >
2. Decide which of your two aircraft to send out, then press that yellow button on your control panel. You’ll hear (for example)
<Red Attack Squadron reporting! Enter search center coordinates. >
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ADVANCED WEAPONS GAME
3. Place your aircraft on your target grid at a coordinate that will be the center of your search pattern. (See Figure 10.) Then input that coordinate and press ENTER to conrm.
FIGURE 10
Place your aircraft on your target grid, then enter its coordinate.
4. Then you’ll hear
< Press 1 or 2 for search pattern coordinates. >
Choose a pattern (see Figure
11), press 1 or 2, then ENTER to conrm. The aircraft will scan the space it’s on, plus four spaces next to it.
FIGURE 11
X Scanning
Pattern (1)
+
Scanning
Pattern (2)
• If it nds a target, you’ll be prompted to re at it. Press FIRE to launch your missile. Then you’ll hear < Enemy hit at [target]. > This sequence will repeat for each target found. Both players record the hits with red pegs. You place white pegs in all other scanned coordinates.
• If it nds no targets, the aircraft will conrm clear waters. Record all misses with white pegs.
Running Out of Ammo: An aircraft can re only once; after that, it’s out of ammo and can only scan for enemy targets.
Moving Your Aircraft: After launching an aircraft on a previous turn, you may move it to a new location. Just press the yellow button for the aircraft you want to move, and follow the prompts.
Destroying an Aircraft: An aircraft can be destroyed in either of two ways:
• 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 destroys it. (See Anti-aircraft Missiles/Air Defense System on page 17.)
5. Now the aircraft will scan for enemy ships.
If your aircraft is destroyed, remove it from the game.
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ADVANCED WEAPONS GAME
BATTLESHIP/HEAVY ORDNANCE CRAFT
ONE MISSILE
Your Battleship (or Heavy Ordnance Craft) can re a powerful missile that will hit any enemy ship within nine spaces of a 3x3 area. You can use this weapon only once, and only if this ship is still aoat.
1. To choose this ship’s weapon, press the yellow button on your control panel.
2. When prompted to input blast center coordinates, choose a 3x3 area on your target grid. See Figure 12. Place a white peg in each hole of the targeted area. Then enter the coordinate of the center hole.
FIGURE 12
To launch a missile into this target, enter the center coordinate
• For each target found, you’ll hear
< Enemy hit at [target]! > Replace
the white peg with a red peg to record the hit.
• For each miss, you’ll hear < Miss
at [target]. > Leave the white peg
in that hole.
ADVANCED WEAPONS TARGET PATTERNS
The search or ring patterns for your advanced weapons are shown on the label below your control panel. Check them out when prompted to select a pattern.
3. When prompted to re, press FIRE. Then wait to see if the missile nds any targets.
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ADVANCED WEAPONS GAME
RED JAPANESE DESTROYER/ RED STORM STINGER
TWO MISSILES
Your Red Japanese Destroyer (or Red Storm Stinger) can re a deadly missile that will target three coordinates in a row. You can re two missiles from this ship (on separate turns) if the ship is still aoat.
1. To choose this ship’s weapon, press the yellow button on your control panel.
2. When prompted to input a ring pattern, press 1 or 2, then press ENTER to conrm.
FIGURE 13
Horizontal
Firing
Pattern (1)
3. When prompted to input blast center coordinates, choose a 3-space line on your target grid, and place a white peg in each hole. Then enter the coordinate of the center hole of the line.
See Figure 13.
Vertical
Firing
Pattern (2)
4. When prompted to re, press FIRE. Then wait to see if the missile nds any targets.
• For each enemy ship found, you’ll
hear, < Enemy hit at [target]! > Replace the white peg with a red peg to record the hit.
• For each miss, you’ll hear < Miss
at [target]. > Leave the white peg
in that hole.
BLUE AMERICAN DESTROYER/ BLUE SHREDDER STINGER
TWO HOMING MISSILES
Your Blue American Destroyer (or Blue Shredder Stinger) can re a missile from the edge of your target grid to travel in a straight line across the grid. It will keep traveling until it either hits an enemy target or reaches the other side of the grid.
1. To choose this ship’s weapon, press the yellow button on your control panel.
2. When prompted to input a ring pattern, press 1 or 2, then press ENTER to conrm. See Figure 14 on the next page.
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ADVANCED WEAPONS GAME
FIGURE 14
Horizontal
Firing
Pattern (1)
Vertical
Firing
Pattern (2)
3. When prompted to input launch coordinates on the grid edge, choose a coordinate on the top, bottom, left or right edge of your target grid.
4. Input your target coordinate, then place a white peg into that hole. See Figure 15. Press ENTER to conrm.
FIGURE 15
To search for enemy ships along the bottom row, you enter ring pattern 1 and target coordinate J14. You place a white peg at J14.
5. When prompted to re, press FIRE. Then wait to see if the missile nds any targets.
• If a target is found, you’ll hear,
< Enemy hit at [target]! > After
hitting an enemy ship, the missile won’t travel any further.
Place a red peg to record the hit, and place a white peg in each hole before that to record the misses. See Figure 16.
FIGURE 16
Your missile hits a target at J3. All coordinates before that are misses.
• If no targets are found, you’ll just
hear a buzzer. Place a white peg in every hole in the line!
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ADVANCED WEAPONS GAME
SCANNING
Your Blue American Destroyer (or Blue Shredder Stinger) can scan underwater for enemy ships in a 3x3 area. See Figure 17. While it won’t tell you the exact coordinates of any enemies detected, it will give you an idea of where to focus your search. You can scan on any turn, as long as your ship is still aoat.
FIGURE 17
Scan for enemy ships in a 3x3 area.
1. To scan, press the blue Scan button on your control panel.
2. When prompted to enter search center coordinates, input the coordinates in the center hole of the scanning pattern, then place a blue peg in that hole. Press ENTER to conrm.
• If one or more enemy ships are
detected, you’ll hear < Search
detects enemy vessel. Precise location unconrmed. > Now you’ll
know to search this area on future turns.
ANTIAIRCRAFT MISSILES /AIR DEFENSE SYSTEM
These weapons are a great defense against enemy aircraft “ying” above the grid in search of your ships. If you can destroy them, you won’t need to worry about them!
1. To use this weapon, press the yellow button on your control panel.
2. Decide where to search for enemy aircraft. Hint: If you remember where your opponent’s aircraft last attacked, that should help narrow down their location.
3. When prompted to enter target coordinates, input the coordinate where you think the aircraft may be ying above.
4. When prompted to re, press FIRE.
• If you scored a hit, you’ll hear
<Enemy hit at [target]. > That
plane is destroyed.
• If you missed, you’ll hear < Miss
at [target]. > Better luck next
time!
• If no enemy ships are detected, you’ll hear < Search conrms clear
waters. > Record all misses with
white pegs.
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A1
A3
A5
A7
DEPLOYMENT FORMATIONS
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2 3 4 5 6 7 8 9 10 11 12 13 14 1 A B C D E F G H
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A B C D E F G H
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A6
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1 2
B1
B3
B5
B7
B2
B4
B6
B8
B9
B10
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C1
C2
C3
C5
C7
C9
C4
C6
C8
C10
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1 2
D1
D3
D5
D7
D2
D4
D6
D8
D9
D10
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E1
E2
E3
E5
E7
E9
E4
E6
E8
E10
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F1
F3
F5
F7
F2
F4
F6
F8
F9
F10
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G1
G2
G3
G5
G7
G9
G4
G6
G8
G10
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1 2
H1
H3
H5
H7
H2
H4
H6
H8
H9
H10
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I1
I2
I3
I5
I7
I9
I4
I6
I8
I10
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1 2
J1
J3
J5
J7
J2
J4
J6
J8
J9
J10
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FCC Statement
NOTE: “This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy, and, if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment o and on, the user is encouraged to try to correct the interference by one or more of the following measures:
Reorient or relocate the receiving antenna. Increase the separation between the equipment
and receiver. Consult the dealer or an experienced radio/TV technician for help.
Caution: Changes or modications to this unit not expressly approved by the party responsible for compliance could void the user’s authority to operate the equipment.
This Class B digital apparatus complies with Canadian ICES-003.
Cet appareil numérique de la classe B est conforme à la norme NMB-003 du Canada.
HASBRO and its logo and BATTLESHIP are trademarks of Hasbro and are used with permission. © 2012 Hasbro. All Rights Reserved. BATTLESHIP motion picture © 2012 Universal Studios. All Rights Reserved. TM & ® denote U.S. Trademarks.
The HASBR O, Milton Bradley and MB names and logos are trademarks of Hasbro. US Pat. Nos. 7637505 and D546398.
Consumer contact:
USA and Canada: Hasbro Games, Consumer Aairs Dept., P.O. Box 200, Pawtucket, RI 02862 USA. 888-836-7025.
Hasbro Australia Ltd., Level 2, 37-41 Oxford Street, Epping, NSW 2121, Australia. ☎ 1300 138 697.
Hasbro NZ (a branch of Hasbro Australia Ltd.), 221 Albany Highway, Auckland, New Zealand. 0508 828 200.
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GAMES
DELUXE
movie edition
®
®
battleship.com
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