Honor System

*Your game cardboard pieces can be assembled to form any of these layouts or use your imaginations

For 1 to 4 Players

Race against the clock to score points in this fascinating jet stream action game. maneuver the ball on a cushion of air through the rungs of the ladder, onto the barrel on the seal's nose, through the weathervane into the bucket, and finally into the helicopter "cockpit" to pick up the mail! You score points for each stunt. The player with the highest score wins.

See enclosed pamphlet for game assembly.

OBJECT: Score the most points after attempting all four stunts.

SUMMARY: In your turn you attempt to complete one stunt without dropping the ball before the timer runs out. You get 25 ponts if you perform the stunt successfully within the time limit. However, 5 points are deducted each time you drop the ball or the gun touches the game equipment.

NOTE: This is a skill-type game. Through practice you will develop skill maneuvering the ball.

RULES:
  1. Determine who plays first, second, etc. (Playing positions should be rotated for the next game.)
  2. Appoint a timekeeper (a player not performing the stunt) and a scorekeeper.
  3. You attempt only one stunt in each turn. The other players will attempt the same stunt in their turns.
  4. For each stunt the timekeeper sets the timer to a time agreed on by all players. Until the players get accustomed to playing, set the timer at the maximum 60 second time. Use the peg supplied to hold the timer hand in position until the player performing the stunt is ready.
  5. In your turn, you may start with the ball at rest in the air-o-batic airgun or suspended in the air. When you are ready, say "go". The timekeeper starts the timer on this command.
  6. You are allowed only one turn for each stunt. In your next turn go to the next stunt.
  7. If you drop the ball part way through a stunt, you may restart from that position. You are not required to start the stunt from the beginning.
8. STUNTS:
The stunts will be performed in the following order: Ladder, Seal, Weathervane, and Helicopter.

Stunt #1 - The Ladder:
To complete this stunt, you must start at one end of the ladder, and following the arrows on the sides of the ladder, go up and down with the ball through all four rungs. You may not touch any part of the ladder with the airgun. if you do, the scorekeeper lowers your score 5 points (the same as dropping the ball) (Refer to illustration on box bottom).

Stunt #2 - The Seal:
You may think this stunt is easy, but you'll see. Try to place the ball in the barrel on the seal's nose.

Stunt #3 - The Weathervane:
First, put the ball through the upright hole in the tail of the arrow. That's easy, but wait - there's more. Move the head of the arrow over the bucket and lower that ball through the hole in the arrowhead into the bucket. Note: You must rotate the arrow with the ball in flight. You can't touch it with your hand or airgun, or you lose 5 points each time you do.

Stunt #4 - The Helicopter:
First, place the ball in the "cockpit" of the helicopter. Then, with the air stream from the airgun, maneuver the helicopter to pick up (hook onto) the mall. Note: If you drop the mall, it counts the same as dropping the ball. Place the mall on the holder again and try to complete the stunt before the time runs out. (You may also readjust the height of the holder).

9. SCORING:
  1. During your turn the scorekeeper will keep track of your score on the cardboard circle numbered 5, 10, 15, 20, 25. He places the pawn on 25, and each time you drop the ball, he moves the pawn to the next lower number. When your turn ends, the pawn will be on your score for that turn. You must complete a stunt to score.
  2. Assign a scoring dial (the dial at the base of each stunt) to each player on which he keeps his own score. The arrow should be start at "0". At the end of your turn add your score for that stunt to the score you already have on your scoring dial. (A perfect game total of 100 points will return the arrow to the 0 position.)
  3. If the timer runs out before you complete the stunt, score "0" and your turn ends.
  4. If you successfully complete a stunt without dropping the ball before the timer runs out, score 25 points. If you drop the ball once, your score is 20 points; twice, 15 points; three times, 10 points; 4 times, 5 points; and 5 times, 0.

10. YOUR TURN ENDS:
  1. If time runs out
  2. If you successfully complete a stunt
  3. If you lose 25 points by dropping the ball or touching the game equipment with the airgun or your hand

11. The player with the most points Wins

SOLITAIRE PLAY: Challenge yourself to get the highest possible score for 4 completed stunts.

© 1979 By Milton Bradley Co. under Berne & Universal Copyright Conventions. Made in U.S.A.