[. . . ] The ocean grid: Take the ocean grid and the white plastic base out of the box. Flip the base over and put it back in so that the chute leads to the exit hole (see Figure 2). [. . . ] You place a red peg in that co-ordinate on the top half of your torpedo launcher. Now your opponent takes a turn calling out a co-ordinate. 4 Use the bottom half of your grid to mark which of your ships have been located. Use the top half of your grid to mark the co-ordinates of your opponent's ships, and to keep track of which coordinates you have called out. When the last co-ordinate of any target has been called out, the commander who owns it must call out "SHIP LOCATED. " Figure 8 shows where you place your pegs in two turn examples. · Your opponent calls back, "OPEN WATER!" · You place a white peg at H10 Top half on the top half of your grid. (your opponent's fleet) YOUR OPPONENT'S TURN · Your opponent calls out H7. H10 · You check the bottom half of your grid and see that your battleship is located there. H7 · You call back, "TARGET LOCATED!" Bottom half · Your opponent places a red (your own fleet) peg at H7 on the top half of his grid. · You place a red peg at H7 on the bottom half of your grid. 5 Firing Torpedoes As soon as one commander has located all the co-ordinates of a ship, that commander may fire on the ship!Set the ship on the ocean Your opponent places a matching large ship on his side of the ocean grid. Figure 6 on page 4 shows which large and small ships match each other. 9 Note: There is one row on the ocean grid for every 2 rows on a torpedo launcher. [. . . ] US consumers please write to: Hasbro Games, Consumer Affairs Dept. , P. O. Canadian consumers please write to: Hasbro Canada Corporation, 2350 de la Province, Longueuil, QC Canada, J4G 1G2. [. . . ]