Flying Pirates
Flying Pirates Rulebook
Table of Contents
Table of Contents
Object
To tip over and sink your opponent's galleon by weighting its sails down with Pirates shot from your cannon. First player to win three out of five sea battles wins.
Equipment
- 2 Pirate Galleons
- 6 Sails, 4 Masts, 2 Jibs, 2 Pennants
- 1 Base
- 2 Cannons
- 20 Pirates (10 each in two colors)
- Consumer-applied Labels
Setup
See sail assembly instructions on back.
- Snap a completed ship onto each arm of the base. Be sure you hear it SNAP in place. The ship
shouldNOT wobble from front to back;however, it SHOULD tip easily to the side. - Each player selects a cannon and a pirate galleon and its matching color Pirates. You will defend your ship — and attack the other player's.
- Load your first Pirate into your cannon. Notice there's only one way he'll fit in, so be sure to line up.
- Put your finger over the cannon's firing lever. Now Ready, Aim, Fire!
Note: the setup sheet prints its corrections as struck-through words (should, however) and bold-italic replacements (NOT, SHOULD). They are reproduced exactly as printed; the sense of step 1 is that the ship should NOT wobble front to back but SHOULD tip easily to the side.
Gameplay
- At the count of 1, 2, 3 — "Yo...Ho...Ho" — start the attack by firing your FLYING PIRATES men at one another's ship.
- If a Pirate doesn't hook onto a sail, you may pick him up and fire him again.
- Keep firing until one of the players gets enough Pirates hung on the opponent's galleon to tip it over — and sink it to the bottom of the deep, blue sea!
Note: In the event of a tie — you've both fired all your Pirates but nobody's sunk — the battle is declared a "stalemate." Start again.
Winning the Game
Each time you sink a ship, it counts as one win. First player to win three out of five battles wins the war — and the game.
Note on Storing Your Game: For best continued performance, when not in use the game should be left with both ships in the same position — either both standing upright, or both tipped all the way outwards.
Assembly
Note: To assemble sails, jibs and masts, refer to the finished ship on the package bottom and follow this illustration.
- The sails will only snap onto the masts one way, by making the prongs grab the side of the mast that has the little square or rectangular protrusions. See the illustration to be sure you are putting them on the right way up.
- All sails should have the yellow square or a semi-circle at the top, and should bulge out from the bottom.
- There is only one way the masts will fit into the holes in the decks. This assures that the sails will all point in the proper direction.
- To learn the authentic nautical names of the sails and parts of the pirate ship, see the illustration.
Sail and Part Assembly
- A. Jib: Snap the front mast with the built-in triangular sail into the hole in the front of the ship.
- B. Topsail (say "top'sel"): Locate the large sail with the Jolly Roger on it. Now hold the longest mast with the rounded end (and the crow's nest) pointing up, and snap the top and bottom of this sail onto the top half of this mast.
- C. Mainsail (say "main'sel"): Take either one of the other two sails and, with the sail held as illustrated below, snap it onto the bottom half of the mast. Snap the mast into the middle hole, at midships.
- D. Mizzen (say "miz'in"): Snap the last remaining sail (be sure to hold it the right way up) onto the last remaining mast and snap this into the last hole in the back of the ship.
- E. Labels: Apply labels to the pennant, sides, and back of the ship according to the package photo and illustration.
- F. Pennant: Snap into the top of the main mast, above the crow's nest.
Ship Parts (illustration key)
- A. Jib
- B. Topsail
- C. Mainsail
- D. Mizzen Sail
- E. Labels
- F. Pennant
The illustration also names: Crow's nest, Poop deck, Bow, Stern.