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Hasbro Super Soaker AGES 8+ Manual page 3

Basic game guide

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• Moving up and down:
When you move to a higher level, count the side of
each higher level as one space. When you move to any lower level, you don't
need to count sides on the way down. Examples 4 and 5 show how to move
up and down.
EXAMPLE 4: Moving up
Count four spaces for your Zettian Guard to move up onto this ledge.
EXAMPLE 5: Moving down
To get down from this ledge, the Zettian Guard counts only one space on
his move.
4
3
• Moving into water:
When you move onto a water space from any other
space (even from another water space), you must end your move there. See
Example 6A.
EXAMPLE 6A: Moving into water
When he moves onto the water space, your Zettian Guard must stop after
moving only two spaces.
• Moving from water to land:
adjacent land spaces, the "moving up" rule applies. When moving from water
to land, count the side of each land space as you move. See Example 6B.
2
1
For water spaces that are lower than their
EXAMPLE 6B: Moving out of water
When moving from the water space to the adjacent land space, the Zettian
Guard must count two spaces.
• Moving double-space figures:
take up two spaces. When moving a double-space figure, decide which end
to lead with (for example, the front end or the back end). Then move the
figure so that the other end follows the same spaces that the leading end just
left. Always end a double-spaced figure's move on two same-level spaces.
Example 7 shows how to move a double-space figure.
Double-space figures do not have to stop when moving over one water space
between two land spaces; but they do have to stop when moving down onto
two adjacent water spaces.
EXAMPLE 7: Moving double-space figures
From his starting spaces (top picture), Mimring moves six spaces headfirst,
with his back section following along the same spaces (middle picture).
Notice that Mimring counts the side of the land space when moving up from
the water space. His move ends across the water on two spaces of the same
level (bottom picture).
Action 3: Attack with Figure(s) on the Army Card
Now it's time for your Hero or Squad to attack any figures in your opponent's
Army that they can.
Who can attack?
Any figure(s) on your chosen Army Card within Range of an
opponent's figure, and with a clear Line of Sight, can attack. If no figure on your
Army Card meets these two conditions, you can't attack and your turn is over.
Some figures, like Grimnak and Mimring,

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