User manual HASBRO ALL TERRAIN RADIO CONTROLLED VEHICLE
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Manual abstract: user guide HASBRO ALL TERRAIN RADIO CONTROLLED VEHICLE
Detailed instructions for use are in the User's Guide.
[. . . ] Play then passes to the left.
ON YOUR TURN
Start your turn by rolling the 12-sided die. Then follow the directions for the side you rolled, as explained below. Once you roll the die and complete your action, your turn is over and play passes to the left. If the die shows a number, move your Clone Trooper up to the number shown on the die. [. . . ] 2 3
ON YOUR TURN
If you roll the tank side of the die, this is your chance to be a Separatist droid and fire the AAT at any player. (See the FIRING THE AAT section of the rules for more details. ) If you roll a Jedi, place a Jedi pawn into play by putting it on any empty Jedi space. If both pawns are already in play, when you roll this side of the die you can, if you choose, move a Jedi pawn to any other Jedi space on the gameboard. Jedi pawns can block AAT shots fired at you so keep that in mind when you place them on the gameboard!
FIRING THE AAT
·If you knock your opponent's Clone Trooper over, move that pawn back to its original start space. ·If the Clone Trooper slides back but does not fall over, move him back to the space he was on before the attack. ·If you miss the Clone Trooper completely, better luck next time. · Any Jedi knocked down go back to the space they were on.
WINNING
You win once you reach any space that is adjacent to the AAT. You now can destroy the AAT by pressing hard on the detonation button. You're not a "shiny" anymore. Try the Advanced Mission game!
GAME 2: ADVANCED MISSION
(A great game for players ages 8+)
FIRING THE AAT
If you roll a TANK, it's time to fire the AAT!Be sure to announce that you are going to fire before you do, so that players will have a chance to play force defense and force push cards if they wish.
· Jedi who are knocked over go back to the space they were on.
FORCE
DEFENSE
KEEP THIS CARD Play anytime before the AAT fires. Move your Clone Trooper one space.
When you draw a FORCE DEFENSE card you can keep it to play at any time your opponent is taking a shot at your Clone Trooper. You cannot move onto barricade debris spaces, spaces with Jedi Pawns or spaces with other Clone Troopers on them.
Example: If you draw the yellow FIRE card, line up the targeting arrow within one of the yellow areas and fire!
PUSH
KEEP THIS CARD Force another player's pawn to any adjacent space.
FORCE
FIRE!
Fire the AAT into any Yellow Sector.
When you draw a FORCE PUSH card you may keep it to play at anytime during the game to force your opponents into the line of fire of the AAT!OUCH!
6
7
ON YOUR TURN
The THERMAL DETONATOR card is the one you will need in order to destroy the AAT and win the game. However, you can only play this card once you have landed on a space that is adjacent to the AAT. You can only have one Thermal Detonator card in your hand at any time, so if you draw another one, give it to another player who does not already have one. If all players already have one, put the card back in the deck. You can never lose a Thermal Detonator card. Even if your Clone Trooper is sent back to his starting space, you get to keep the card. After you draw this card and place it in your hand, you get to go again (roll the die, move if you wish, and draw another card).
THERMAL DETONATOR
KEEP THIS CARD Go again.
WINNING
When you land on a space that is adjacent to the AAT, and you have a Thermal Detonator card, you win! [. . . ] Push the red detonation button directly under the AAT turret to destroy the tank. Good work Trooper, now on to the next quadrant. There are reports of Spider Droids moving in and they look like they're ready for a fight. Let's win another one for the Republic! [. . . ]
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