HIDDEN
THREAT
™
AGES 7
2 Players
+
Contents:
80 playing cards ( 24 coor dinate cards, 5 2 destruc tion c ards , and 4 re ference cards)
OBJECT
Play peg cards and power
cards to fi nd, hit and sink
your opponent’s fl eet of fi ve
ship cards. To win, sink your
opponent’s fl eet before he
sinks yours.
Got younger players?
Try starting them off with
the Beginner Rules (on
back), which require no
reading and lighter strategy.
Deck of
Destruction
SETUP
1. Choose a card color, then take all cards of that
color. Separate your 12 coordinate cards from your
26 destruction cards. Remove your two reference
cards and keep them nearby. Each player then sets
up as described in Steps 2 and 3.
2. Your coordinate cards: This deck contains fi ve
ship cards and seven miss cards. Shuffl e the deck,
then place your coordinate cards facedown at
random in front of you, in a 3x4 grid. See Figure 1.
3. Your deck of destruction: Shuffl e the deck, then
deal yourself a hand of fi ve cards. Form a facedown
drawpile with the remaining cards.
FIGURE 1: SETTING UP YOUR GRID
Deck of
Destruction
Red Player’s Grid Blue Player’s Grid
HOW TO PLAY
The youngest player goes fi rst. Players
alternate turns. On each of your turns,
follow these two steps:
1. Play One Card.
Choose one card from your hand to play –
either a peg card or a power card.
2. Reload Your Hand.
Take enough cards from your draw pile to
replenish your hand to fi ve cards. (If you
already have fi ve or more cards, just skip
this step.) This ends your turn.
If your draw pile runs out, form a new one
by shuffl ing your discard pile.
Peg Cards
Usually, you’ll play white peg cards to
search for hidden enemy ships, and red peg
cards to damage revealed enemy ships.
White Peg Cards: To play
a white peg card, tap a
facedown card in your
opponent’s grid. Your
opponent fl ips that card
faceup, and it stays faceup
for the rest of the game.
Place your peg card in your discard pile.
• If the card is a miss, nothing happens.
• If the card is a ship, you may play red peg
cards on this revealed ship to score hits
on future turns.
Red Peg Cards: To play
a red peg card, slide it
under a revealed enemy
ship, leaving the peg(s)
showing. Each red peg
on the card counts as
one hit on the ship.
Searching with red pegs: You may, if you
wish or are out of white peg cards, use a
red peg card to search for an enemy ship.
If it’s a miss, discard your red peg card. If
it’s a ship, each red peg on your card
counts as an immediate hit.
EXAMPLE: A HIT!
You play a red peg card on your
opponent’s Aircraft Carrier. Count two hits
for the two red pegs on your card.
Sinking a ship: Each ship card has a
number that represents the number of hits
needed to sink the ship. If you play at least
this many pegs on the ship, you’ve sunk it!
Place your peg cards in your discard pile.
Your opponent places the sunk ship card
out of the game.
EXAMPLE: SINKING A SHIP
You play a second red peg card on the
Aircraft Carrier, for a total of six hits.
You sank the carrier!
(continued on back)
Power Cards
To play a power card, place it faceup where
both players can see it. Then immediately
follow the directions on it.
There are three kinds of power cards, all
explained below. When you play a card with
two powers, choose only one.
Shield. Place this card on
one of your revealed ships.
Your opponent must play
enough red pegs to destroy
the shield before he can
attack the ship.
If you place a shield on a damaged ship,
it does not remove the damage; but the
shield must be destroyed before any
further damage can be done to the ship.
When your shield is destroyed, discard it.
A peg card played on a shield damages
the shield only; any extra pegs on the
card do not damage the ship.
Discard white peg
cards. Discard one or
more white peg cards.
This allows you to draw
more cards when
reloading your hand.
OR
Play 2 cards.
Play two more cards.
Ship Powers
Each ship has a special power that is in
play from the moment the ship is revealed
until it’s sunk. Take advantage of your
ships’ powers while you can!
Submarine: Only white peg cards can
damage this ship, including the one that
reveals it. Your opponent discards any
red peg cards played on this ship.
PT Boat: At the start of your turn,
remove one peg card from any one of
your revealed ships. This power does
not work on shields.
Destroyer: You may now play white peg
cards as well as red peg cards to damage
enemy ships or shields. Exception: Only
white pegs can damage a Submarine.
Repair a ship, then play
a card. Remove one peg
card from one of your
damaged ships, then
play another card on
the same turn. This
power does not work
on shields.
OR
Draw 3 cards, then
play one. Draw three
cards from your deck,
then play one of them.
Keep the remaining two
cards in your hand.
EXAMPLE: POWER CARDS
You place a shield on your Destroyer, which
has one peg of damage. Your opponent
must play two pegs to destroy the shield
before playing any more pegs on your ship.
Battleship: Add one red peg to each of
your red peg cards in play. For example,
a 2-peg card now counts as a 3-peg card.
Aircraft Carrier: Reload your hand to
seven cards at the end of your turn,
instead of fi ve.
EXAMPLE: SHIP POWERS
Your opponent fi nds your Destroyer.
Now you can play white pegs to damage
all enemy ships!
If your Destroyer is sunk, its power
immediately ends. Discard any white pegs
still in play (except on a Submarine).
WINNING
The fi rst player to sink all fi ve enemy
ships wins the game.
STRATEGY TIPS
• Ship powers are “rule-breakers”
that will affect your play, so always
be aware of the powers of all
revealed ships – both yours
and your opponent’s.
• Instead of a peg card, consider
playing a power card – for example,
one that will let you play two cards
instead of one on your turn. The
more cards you play, the more you
can draw when reloading.
• Your 4-peg card is a valuable
weapon: it will immediately sink any
ship except the Aircraft Carrier. But
be careful when playing it alone on
the carrier, because your opponent
could use a power card to remove it!
PROOF OF PURCHASE
GAMES
Hidden Threat
37084
™
BEGINNER GAME RULES
This version of the game requires no
reading, so it’s a great way for younger
players to get in on the action!
Game setup is the same as the regular
game, except that the power cards are not
used, so remove them from the decks of
destruction.
Game play is also the same, except that
the ship powers are not used, so just
ignore them.
Consumer contact:
USA and Canada: Hasbro Games, Consumer Affairs 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.
© 2011 Hasbro, Pawtucket, RI 02862
USA. All Rights Reserved. TM & ® denote
U.S. Trademarks. 1013708401
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®