User manual HASBRO GIJOE A.W.E STRIKER

Lastmanuals offers a socially driven service of sharing, storing and searching manuals related to use of hardware and software : user guide, owner's manual, quick start guide, technical datasheets... DON'T FORGET : ALWAYS READ THE USER GUIDE BEFORE BUYING !!!

If this document matches the user guide, instructions manual or user manual, feature sets, schematics you are looking for, download it now. Lastmanuals provides you a fast and easy access to the user manual HASBRO GIJOE A.W.E STRIKER. We hope that this HASBRO GIJOE A.W.E STRIKER user guide will be useful to you.

Lastmanuals help download the user guide HASBRO GIJOE A.W.E STRIKER.


Mode d'emploi HASBRO GIJOE A.W.E STRIKER
Download
Manual abstract: user guide HASBRO GIJOE A.W.E STRIKER

Detailed instructions for use are in the User's Guide.

[. . . ] (Re-roll if there's a tie. ) Players then alternate turns until the game is over. ON YOUR TURN Usually, you'll do three actions on your turn, in this order: About Your Army Cards In this game you'll use the Basic Game side of the Army Cards. There are two types of Army Cards: Hero Cards, which show one (usually very powerful) warrior; and Squad Cards, which show two or more (usually less powerful) warriors. Let's say you built the Forsaken Waters battlefield, and chose the Dive the Dark Lakes Game Scenario. Example 1 shows which Army Cards you chose; Example 2 explains the boxed numbers on them. Action 1. [. . . ] You want to attack the enemy (your opponent's Army figures) as soon as you can. The Zettian Guards have the farthest Range (7 spaces) and the best Defense (7 dice) in your Army; so you want to get them moving. EXAMPLE 1: Your Army Cards You've chosen an Evil Army with one Hero (Mimring) and two Squads (four Marro Warriors and two Zettian Guards). You've taken your three Army Cards and placed them in front of you, and you've placed your Army (all seven figures) on their starting positions on the battlefield. Action 2. Move Figure(s) on the Army Card Now you may move any or all figures on your chosen Army Card, if you want to. Follow these rules for moving each figure: · Check the Move number: You can move a figure in any direction up to the Move number on its Army Card. For example, with a Move number of 4, the Zettian Guards can each move 1, 2, 3 or 4 spaces. (Uneven terrain and water may limit their movement, as you'll soon see. ) Example 3 shows basic movement. EXAMPLE 2: Army Card Numbers MOVE 4 - Heavy armor makes the Zettian Guards slower than many other figures. You can move each one up to 4 spaces. RANGE 7 - Laser-powered weaponry gives the Zettian Guards a fairly long range; each one can attack from up to 7 spaces away. EXAMPLE 3: Basic Movement On this turn, you choose to move each Zettian Guard its full four spaces toward the enemy figures on the other end of the battlefield. 1 3 4 2 1 2 4 WORLD SET COLLECTOR NUMBER 3 · Order of movement: Move Squad figures in any order, one at a time. · Passing and landing on other figures: You can move through a space DEFENSE 7 - The Zettian Guards are well protected by their armor. Each time one is attacked, you get to roll 7 (blue) defense dice. ATTACK 2 - Lack of agility can affect the Zettian Guards' aim. For each attacking Zettian Guard, you roll 2 (red) attack dice. with a friendly figure (one of yours) on it; but you can't move through a space with an opponent's figure on it. The player who controls it places it out of the game. · If you roll the same number of skulls or less than the Defender rolls shields, your attack is unsuccessful. The Attacking and Defending figures stay where they are, and the attack is over. After attacking with every figure that can attack, your turn is over. Example 9 shows an attack and its outcome. · Line of Sight: To attack a targeted figure, your figure must be able to "see" it from its location. If the targeted figure is (for example) behind a ruin or a ledge, so that the attacker can't see any part of it, then no attack is possible. EXAMPLE 9: The Zettian Guards Attack! Each Zettian Guard is within Range of an enemy Airborne Elite figure, and has a clear Line of Sight. You choose one Zettian Guard to launch the first attack. Unlike Range, Line of Sight is an imaginary straight line that has nothing to do with the spaces on the battlefield. The best way to tell if your Attacker has a clear Line of Sight is to get behind its head and look at the targeted figure. If you can see any part of it from its head, you have a clear Line of Sight. Note: It doesn't matter if the Line of Sight goes off the edge of the battlefield, with no spaces below it. Example 8 shows how to determine if a targeted figure is within an Attacker's Range and Line of Sight. FIRST ATTACK Zettian Guards have an Attack number of 2, which means you roll 2 attack dice. [. . . ] Then, you check for a clear Line of Sight. Your Zettian Guard can "see" the top of the figure, so it can attack. Your opponent takes his destroyed Airborne Elite figure out of the game. You have no more attacks to make, so your turn is over. [. . . ]

DISCLAIMER TO DOWNLOAD THE USER GUIDE HASBRO GIJOE A.W.E STRIKER

Lastmanuals offers a socially driven service of sharing, storing and searching manuals related to use of hardware and software : user guide, owner's manual, quick start guide, technical datasheets...
In any way can't Lastmanuals be held responsible if the document you are looking for is not available, incomplete, in a different language than yours, or if the model or language do not match the description. Lastmanuals, for instance, does not offer a translation service.

Click on "Download the user manual" at the end of this Contract if you accept its terms, the downloading of the manual HASBRO GIJOE A.W.E STRIKER will begin.

Search for a user manual

 

Copyright © 2015 - LastManuals - All Rights Reserved.
Designated trademarks and brands are the property of their respective owners.

flag