Question about Hasbro Electronic Battleship
Your problem is after the question befor the enter coordinates you have to pres enter> hope this helps
Posted on Mar 01, 2009
Hi there... not sure which version of the game you have... but I was told.... If you want to enter for example.... b6... you first push B.... and then the buttons automatically change to numbers... then push F.. which is the 6th letter....
or c4 would be c.... and the d.. (the fourth letter)...
Hope this helps... just got the answer now... so gonna try it myself...
Debbie, New Zealand
Posted on Dec 05, 2008
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The jumps are done either horizontally or vertically, never diagonally. There may be multiple jumps as well as singular, provided that there is never more than one free square between each piece jumped.
THE WINNERThe winner is the player who succeeds in destroying the opposing ?Admiral?. In the improbable case that the two Admirals are the only pieces on the board, left facing each other, this would be a ?null? game. HINTS ON PLAYOne may play a game with 4 players. In effect, the game of ADMIRALS requires a player to memorize the value of his opponents pieces that have successfully eliminated his own pieces, and also the placement of Mines, over which his pieces have jumped. Using 4 players, the opponents consist of 2 teams. Within the team, the function of each player is different, but complementary: One is in charge of the placement of the pieces on the board, and particularly of the strategy to follow. The other keeps score of the attacks, captures, etc. Players may indicate their captures on the appropriate squares on the left side of their half of the board. Remember, when planning your attacks, that you may attack or jump over a Mine. Keep in mind, the pieces that your opponent does not move might be Mines. The Mine that destroys a ship remains on the board. However, if a Mine Sweeper jumps over a Mine, the Mine is removed from the board. In the case of Individual Combat, each player must reveal the value of his ship. The player who loses his ship should remember the value of his opponent's ship, so that he may eventually try to capture that ship with one of his own ships of a higher value.
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