Air Arms Shoots and Scope (Snakes & Ladders)

Saturday, 25 April 2020  |  Air Arms

A worldwide known classic board game with an Air Arms twist! Navigate your piece from start to finish, avoid the scopes, and shoot up the Air Arms airguns.

Download & Print Shoots and Scopes Now

Following the covid-19 lockdown families are looking towards way to stay entertained. In addition to your Air Arms offering endless hours of fun, we have devised an Air Arms themed shoots and ladders game board to download, print and play. 

One hundred squares full of traps and tricks... Roll the dice and try your luck! 

Shoots and Scopes Equipment needed

  • Air Arms Shoots and Scopes board
  • 1 die
  • Playing pieces

Shoots and Scopes Setup

Before the game can start each player will roll one die, the player who throws the highest number will be the one to have the first turn.

Gameplay

The players will move their pieces from left to right, starting at 1, following the numbers on the board, then the next row from right to left and repeat. If a player rolls a 4, then the player would move their piece four places.

Scopes
When a player lands on a top of a scope, their playing piece will slide down to the bottom of the scope. Whereas landing on the bottom of a scope the player will remain in the same spot until their next turn.

Air Arms Airguns
When a player lands at the base of an Air Arms, it immediately climbs to the top of the Air Arms. Whereas landing at the top of an Air Arms the player will stay there until the next turn. The player does not move to the bottom of the Air Arms.

Winning the Game
The first player that reaches the finish space on the board, 100, wins the game. To win the player will need to roll the exact number to get you to the last space. If the player rolls a higher number than needed to land exactly on 100, their piece does not move and remains there until their next turn, when they can roll again.

The Bounce Back Variation

The first player that reaches the highest space on the board, 100, wins the game. To win the player will need to roll the exact number to get to the last space. If the roll is too high, the player's piece will bounce off the last space and move back. For example, if a player had four spaces to get to 100 and rolled a 6, the piece will move four spaces to 100, then “bounce back" two spaces to 98.

Download, print and play for FREE