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Conquest of the World
"No country ever lost a war by being too strong"
Field-Marshall Viscount Montgomery of Alamein
CONQUEST OF THE WORLD represents a significant departure from traditional game
design. The components have been designed to provide you with a very
realistic model of the real world to both electronically and graphically
stimulate strategic and tactical confrontation between world powers.
Electronic land, sea and air forces can be deployed against each other in
any combination and are totally dependent on supplies which are represented by
energy units.
The game board is a true-to-life model of the relationships between
countries of the real world in the early 1980's.
Forty-three countries have been divided into eleven "politectonic" or
geo-political zones. Each country has been weighted with a power base figure
that reflects its capability to persuade other nations to conform to its
wishes - by diplomatic coercion or by direct military force.
These figures are based on the formula created by Ray S. Cline, formerly
Deputy Director of Intelligence for the C.I.A.
Pp = (C+E+M)*(S+W)
PERCIEVED POWER = (Critical Mass (Population + Territory) + Economic
Capability + Military Capability) * (Strategic Purpose + National Will).
Future shifts in world power and change in governments will - of course -
make changes in these numeric weightings appropriate. Players ccan feel free
to sustain realism by changing the numbers assigned to each country as life
goes on.
If you play other war games such as those published by Avalon Hill and SPI,
you will find that the computer cartridge interfaces very effectively with
them. The onscreen combats will generate much more excitement and realism
than the usual dice provided to resolve conflicts. Onscreen energy units can
be programmed into the computer to reflect the relative strength between
different forces. The differential between the onscreen energy units and the
end of each battle can also be applied to the combat results tables that come
with these games.
Conquest of the World is the first game of its kind, so be ready for many
unusual features. Take the rules one step at a time and you will find it to
be a fascinating game of endless challenge - which, once learned, is not at
all difficult to explain to others.
THE OBJECTIVE OF THE GAME is to lead your Homeland to world domination through
negotiations, conquests and alliances. Each successful conquest and alliance
you make will strengthen your country's power base. The country with the
strongest power base at the end of the game is the winner.
Submarines
[Screen shot shows boat with a periscope]
Submerge into the ocean depths to stalk your enemy undetected. Fire you
deadly cruise missiles on command!
Planes
[Screen shot shows 2 planes]
Your jet fighter will soar over land and water to attack with devastating
armor piercing weapons!
Tanks
[Screen shot shows 2 tanks firing at each other]
Roll over ever changing terrain and wooded areas to stalk your opponent with
precision fire power - but watch out for the land mines!
Land, Sea, & Air
[Screen shot shows a plane, a tank, and some lovely landscape]
Display your submarines, jet fighters and tanks in any strategic combination.
You are the commanding general!
Basic Training
[Illustration of Tank] Tank = Land Forces
[Illustration of Sub] Sub = Sea Forces
[Illustration of Plane] Jet Fighter = Air Forces
Each player commands land, sea and air units.
The land forces are represented by tanks. Naval units are represented by
submarines. Air power is represented by jet fighters.
These weapons may be deployed by opposing players in any combination.
[Illustration shows ON/OFF button in the OFF (up) and ON (down) positions]
IMPORTANT!
Always be sure that the power to your Odyssey2 console is turned off before
inserting a game cartridge. This protects the electronic components and
extends the life of the unit.
[Picture shows an Odyssey 2 with a game cartridge inserted]
TO BEGIN:
1. Insert the cartridge into the slot of the Odyssey2 console with the label
side of the cartridge facing the alpha-numeric keyboard.
[Screen shot shows SELECT GAME screen]
2. Turn on the power by pressing the power button of the console. SELECT GAME
will apear on your TV screen. If it does not, press the RESET key on the
alpha-numeric keyboard.
[Screen shot shows opening screen]
Press SPACE bar on the alpha-numeric keyboard.
The left hand side of the screen will display a flag and a digital readout
of the energy units available to the player commanding the left-hand control.
The left-hand flag will show up red on color TV.
The right side of the screen will display a flag and a digital readout of
the energy units under the command of the player using the right hand control.
The right-hand flag will show up blue on color TV.
[Screen shot shows screen after selecting S]
Submarine school.
If you are using the left-hand control, signal the computer by pressing R for
RED on the alpha-numeric keyboard. Then press S for SUBMARINE. The question
mark on the screen will change to S to confirm your selection.
Enter 2500 energy units using the numeric section of the keyboard.
The player using the right-hand control now presses B for BLUE and repeats
the above weapon selection process.
When both players have programmed their weapons and energy units into the
computer, PRESS ENTER.
[Screen shot shows game in action. Labeled are Tree, Sub, Water, Land, Energy
Units, and S=Sub]
Use the joystick of the hand control to maneuver the submarine on the screen.
The sub will automatically submerge and travel in the direction indicated by
the joystick. Return the joystick to the center or neutral position to "Up
Periscope" and check your position. During combat, a submarine must "up
periscope" every time the sonar dings.
[Illustration shows the hand control, with Action Button, Joystick and Hand
Control labeled]
[Screen shot shows sub firing cruise missile, with Cruise Missile labeled]
Your submarine is armed with Cruise Missiles. Press the action button to
fire. Keep the action button depressed while you control the flight of the
missile with the joystick. The missile automatically starts upward and will
travel in the direction the joystick is moved.
[Screen shot shows exploded cruise missile]
A missile will explode -
* on contact with the target.
* on contact with a tree.
* at the end of its range.
* when the action button is released.
When a missile is fired, a sub will consume energy untis at a greatly
accelerated rate for the duration of its flight.
Note: If subs crash into each other, they will explode. Both sides will
display a white flag.
[Screen shot shows fireworks and white flag]
A VICTORY won by either player will be celebratted by a fireworks display at
that player's flag. The losing side will display a white flag.
Press the SPACE bar to halt the fireworks. The computer is now ready to
accept a new program entry by each player.
[Screen shot shows 2 planes and a mountain, with Mountain and Jet Plane
labeled]
Flight training.
Left-hand control:
* Press R for RED.
* Press P for PLANE.
* Press 2500 energy units.
Right-hand control:
* Press B for BLUE.
* Press P for PLANE.
* Press 2500 energy units.
* Press ENTER
Your jet is highly maneuverable and will respond very realistically in the
direction of the hand control joystick.
For sharp turns, do not move the joystick more than one angle at a time.
For slower turns, move the joystick more than one angle and the automatic
pilot will take over. Your jet will flash and move at half speed during this
maneuver.
[Screen shot shows dueling jets]
Press the action button to fire your jet's armor piercing weapon.
Your jet will fly over land and water but will crash into trees, mountains
and go down in flame if hit by enemy fire or if it runs out of energy units.
[Screen shot shows planes and a mountain. Labels point to a demonstration of:
Plane flying off screen... ...will return from the opposite side]
Your jet is capable of sneak attacks and brilliant evasive action. If
youfly off any edge of the screen, you will return from the opposite side.
You can use the joystick to control offscreen flight and re-enter the screen
in a new position. Offscreen planes will go out of control if the joystick is
placed in neutral. Precision re-entry comes with experience.
Note: Planes use up energy units faster than any other weapon.
[Screen shot shows some tanks, with Tank, Tree, Water and Land labeled]
Tank maneuvers.
Left-hand control:
* Press R for RED.
* Press T for TANK.
* Press 2500 energy units.
Right-hand control:
* Press B for BLUE.
* Press T for TANK
* Press 2500 energy units.
* Press ENTER
Tanks will travel in the direction indicated by the joystick.
Tanks roll at full speed over open terrain and at half speed through the
wooded areas indicated by trees. Tanks will not move through water.
[Screen shot shows a tank battle, with a Mine labeled]
A tank running into a land mine will burst into flame and be destroyed.
Press the action button to fire your tank's armor piercing cannon. A tank
can fire through a tree if it is close enough. If the tank is too far away,
the shell will explode when it hits a tree.
Weapons can be programmed into the compouter in any combination. Practice
using tanks vs. planes, subs vs. tanks, and planes vs. subs.
Game Components
[Illustration of Cart]
1 Odyssey2 Master Strategy Game Cartridge
[Illustration of Marker]
Homeland Marker
[Illustration of Marker]
Conquest/Alliance (C/A) Marker
[Illustration of 6 different colored sets of markers]
6 Sets of Conquest/Alliance (C/A) Markers
[Illustration of 3 Power Base Unit chips]
Blue=1000 PBU's
Red=500 PBU's
While=100 PBU's
100 Power Base Unit (PBU) Chips
[Illustration of game board map]
1 Game Board Map
The Rules of the Game
(2 to 6 players)
THE OBJECTIVE OF THE GAME is to lead your Homeland to world domination through
netgotiations, conquests and alliances. Each successful conquest and alliance
you make will strengthen your country's power base. The country with the
strongest power base at the end of the game is the winner.
1. Start up
A. Place the Game board on the table in front of the Odyssey2. The Game Board
consists of 43 countries divided into 11 geo-political or politectonic zones.
The relative strength of each country is indicated by its numerical POWER BASE
which represents thousands of units (PBU's).
[Illustration shows a list of Zone 1 PBU chart. Caption: A. Power Base Units
(PBU's) indicate the strength of each country. Text in Illustration:
Zone1 Conquered/Allied PBU's
Canada 7
United States 30
Mexico 5]
Example: The board strength POWER BASE of the United States is 30 which
translates into 30,000 POWER BASE UNITS (PBU's).
(See Illustration A.)
B. Each player chooses a set of CONQUEST/ALLIANCE (C/A) markers and a Homeland
marker.
C. One player is selected to take charge of the WARCHEST (he or she is
entrusted with all of the POWER BASE UNIT (PBU) chips. These are to be kept
separate from the player's other PBU chips which will be accumulated during
the game).
2. Order of play
A. Insert the Master Strategy cartridge into your Odyssey2 and press the POWER
BUTTON. SELECT GAME should appear on the screen. If it does not, press RESET
on the alpha-numeric keyboard.
[Screen shot shows board used for choosing first player. Caption: B. The
player selecting the number closest to the last digit goes first.]
B. Press any key on the alpha-numeric keyboard except the SPACE bar. This
will program the WAR GAME into the computer mode.
C. Each player calls out a number between 0 and 9. No two players may choose
the same number.
D. One of the players stops the digital read-out on the screen by pressing the
SPACE bar. This is done without looking at the screen.
(See Illustration B.)
The player who selected the number closest to the last digit of the left-hand
readout is the first to begin play. (If two players tie because one number is
higher than the number on screen and the other number is lower, the player
with the higher number goes first.)
[Illustration shows a list of Zone 1 PBU chart, with Homeland marker on United
States. Caption: C. Each player selects one homeland and places a Homeland
marker in that country.]
3. Selecting a Homeland.
The first player selects any HOMELAND (country) and places a Homeland marker
on the country chosen.
The next player to choose a HOMELAND is to the left of the first player and
so on clockwise around the table.
(See Illustration C.)
Important! There is an advantage to choosing a HOMELAND with the highest
number of POWER BASE UNITS available. The greater the number of PBU's in your
HOMELAND, the more difficult it is for an enemy to launch a direct attack.
[Illustration shows a list of Zone 1 PBU chart, with Homeland marker on United
States, and C/A markers on Canada and Mexico. Caption: D. The United States
has allied in its own zone with Canada and Mexico, placing its C/A markers in
the allied column.]
4. Making Country Alliances within Homeland zone.
A. Each player begins by making country alliances within his/her own HOMELAND
ZONE only. A player can make any number of country alliances as long as their
numerical sum does not exceed the Homeland's PBU numerical value (PBU
capability).
B. Each player places his or her Conquest/Alliance narkers (C/A's) on the
allied space of each chosen country.
Example 1: The United States can ally with both Mexico (5 PBU's) and Canada (7
PBU's) since their numerical sum does not exceed the United States' PBU value
of 30.
(See Illustration D.)
[Illustration shows a list of Zone 4 PBU chart, with Homeland marker on West
Germany, and C/A markers on Greece, Italy and Spain. Text in illustration:
Zone 4 Conquered/Allied PBU's
Greece 1
Italy 5
West Germany 10
Spain 4
France 8
United Kingdom 8
Norway 2]
Example 2: West Germany can ally with Spain (4 PBU's), Italy (5 PBU's), and
Greece (1 PBU) since their numerical sum does not exceed West Germany's PBU
capability of 10.
(See Illustration E.)
Important! It is critical to ally with countries bordering both sides of your
HOMELAND to protect it from a direct enemy attack. (This procedure is covered
under Rule #19.)
[Illustration shows POWER BASE RECORD. Caption: F. The United States records
its alliances on the POWER BASE RECORD.]
5. Recording Country Alliances.
A. Country alliances are recorded on the POWER BASE RECORD at one-half their
PBU value.
B. Place your C/A marker on the appropriate number on the POWER BASE RECORD.
Example 1: The United States allies with Canada (7 PBU's) and Mexico (5 PBU's)
which adds up to 12 PBU's. The U.S. player places a C/A marker at 6 (12/2=6)
on the POWER BASE RECORD.
(See Illustration F.)
Example 2: West Germany allies with Spain (4 PBU's), Italy (5 PBU's), and
Greece (1 PBU) which adds up to 10 PBU's). The West German player places a
C/A marker at 5 (10/2=5) on the POWER BASE RECORD.
[Illustration shows POWER BASE RECORD with marker on line between 4 and 5.
Caption: G. Recording half PBU values.]
6. Recording half PBU values.
To record half PBU values, place the marker on the line of the POWER BASE.
For example, 9/2=4.5. Place a marker on the line between four and five.
(See Illustration G.)
[Illustration shows a list of Zone 1 PBU chart. Caption: The U.S. player has
allied with all the countries in its zone and recieves a 2000 PBU bonus in
chips for dominating its zone.]
7. Zone Domination Bouns.
A player allying with and/or counquering all countires within a zone receives
1000 PBU's in chips from the WARCHEST for each country within the zone with
the exception of his or her HOMELAND. Example: Upon allying with Canada and
Mexico, the United States player receives 2000 PBU's in chips - 1000 for each
country.]
(See Illustration H.)
PBU Chip values:
Blue - 1000
Red - 500
White - 100
[Illustration shows top of the world]
8. The last player to choose a Homeland has the following opportunities on the
first turn:
A. To form an additional alliance with any unoccupied country not in another
player's home zone. (See Rule #9.)
B. To attack any unoccupied country. (See Rule #10.)
The player has the option to accept or reject either or both of these courses
of action.
[Illustration shows a list of Zone 6 PBU chart, with a blue C/A marker on
Bangladesh. Caption: I. The U.S. Zone Domination Bonus of 2000 PBU chips
enables the U.S. to ally with unoccupied Bangladesh by paying 1000 PBU's to
the WARCHEST and advance on the POWER BASE RECORD by one (1/2 PBU Strength).
Text in Illustration:
Zone 6 Conquered/Allied PBU's
Afghanistan 2
Pakistan 4
India 6
Bangladesh 2]
9. Forming an alliance with an unoccupied country.
A. If the player with the attack option has sufficient PBU chips, the player
may form one country alliance with any unoccupied country which is not in
another player's homeland zone.
B. The player buys the alliances with PBU chips totaling 1/2 of the
prospective ally's board PBU value x 1000. These are paid into the WARCHEST.
The player places a C/A marker on the dark area of the allied country and
advances his/her POWER BASE RECORD marker by 1/2 of that country's board PBU
strength.
(See Illustration I.)
[Illustration shows a list of Zone 6 PBU chart, with a blue C/A marker on
Bangladesh, and another to the left of India. Caption: The U.S. is planning
to attack unoccupied India, placing its C/A marker outside the country.]
10. Attacking an unoccupied country.
A. The attacking player may attack any unoccupied country on the board by
placing a C/A marker just outside of the country. The higher the country's
PBU value, the greater number of PBU's won if the attack is successful.
(See Illustration J.)
B. The attacking player receives 2500 onscreen energy unites to fight each war
which is decided by the best of three battles.
C. Attacking player's keyboard entry.
Press SPACE
Press R (RED) or B (BLUE) depending on attacking player's hand control.
Press P (PLANE) or S (SUB) or T (TANK).
Press 2500 (ENERGY UNITS).
[Screen shot shows programmed energy units. Caption: K. Energy Units are
programmed in preparation for war. Label: Energy Units]
11. Defending an unoccupied country.
A. The defending player is the first player to the left of the attacking
player.
B. Defending player's keyboard entry.
Press R (RED) or B (BLUE) depending on the hand control in use.
Press P (PLANE) or S (SUB) or T (TANK).
Press 2500 (ENERGY UNITS).
(See Illustration K.)
C. The attacking player presses ENTER.
D. In a two player game, the attacking player presses ENTER. In a three or
more player game, one of the non-combatants presses ENTER and the battle
begins.
[Screen shot shows battle in action. Caption: L. Tied after 2 battles, each
player had destroyed the other. The winner is the player with the higher
Energy Units remaining.]
12. The War.
A. The first player to win the majority of three battles wins the war for that
country. A battle is won when an opponent's plane, tank or sub is destroyed.
B. If both player's forces are destroyed in one of the battles, neither is
considered a winner and that battle is a tie.
C. If each player has won a battle but destroys each other's forces in the
remaining battle, the winner is the player with the greatest number of energy
units remaining on the screen.
(See Illustration L.)
[Screen shot shows battle with one combatant out of energy. Caption: M.
Player running out of energy units automatically loses.]
E. After each battle, press SPACE before entering new weapon.
F. A player whose weapon is destroyed in any battle cannot use the same weapon
during the duration of that war.
G. A player running out of energy units on the screen automatically loses the
war.
(See Illustration M.)
H. Important! Submerged submarines must "up periscope" for a location check
every time the sonar dings.
[Screen shot shows post-battle screen. Caption: N. After 3 battles, losing
player has 1355 Energy Units remaining. Winning player receives 1400 in PBU
chips. (1355 rounded off to the nearest hundred.)
13. If the attacking forces win the War:
A. The attacking player receives the defender's energy units that remain on
the screen. These are taken in PBU chips from the WARCHEST. The screen
energy units are rounded off to the nearest hundred. Example: If the losing
player has 1355 energyg units remaining on the screen, the winning player
receives 1400 PBU chips from the WARCHEST.
(See Illustration N.)
B. The attacking player moves the C/A marker into the lighter area of the
country to signify the conquest.
C. The attacking player advances his POWER BASE RECORD marker by the full PBU
value of the conquered country.
D. The attacking player is entitled to buy one alliance with any unoccupied
country whichi is not in another player's HOMELAND ZONE.
E. The attacking player has the option to continue attacking until losing a
war. The next defender is the first player to the left of the first defender.
If the attacking player keeps winning, the defense of the unoccupied country
will always pas to the left of the last defending player.
Remember the Zone Domination Bonus! (See Rule #7.)
A player who conquers or forms alliances with all countries within a zone
receives 1000 PBU's in chips per country from the WARCHEST.
[Illustration shows Zone 7 PBU list. Caption: O. The defending player has won
the war for Indonesia and places his marker on the allied space of that
country. Text in Illustration:
Zone 7 Conquered/Allied PBU's
Philippines 3
Indonesia 6]
14. If the defending forces win the War:
A. The defending player receives the attacker's energy units remaining
onscreen. These are taken in PBU chips from the WARCHEST and are rounded off
to the nearest hundred.
B. The defending player gets the country as an ally and places a C/A marker on
the dark (allied) area of the country successfully defended.
(See Illustration O.)
[Illustration shows POWER BASE RECORD, with yellow markers on 9 and 12, and an
arrow showing the movement of the marker from 9 to 12. Caption: P. The
successfully defending player of Indonesia has advanced by 3 on the POWER BASE
RECORD (1/2 PBU value of 6).]
C. The defending player advances his or her POWER BASE RECORD marker by 1/2
the board PBU value of the newly allied country.
(See Illustration P.)
D. After the defeat of an attacking player, the attack option passes to the
losing attacker's left. The first player to defend an unoccupied country is
the player to the immediate left of the new attacking player. Remember the
Zone Domination Bonus!
[Illustration shows Zone 7, with a yellow marker in the Philippines Conquered
area, and a blue marker to the right of the Philippines. Caption: Q. The
player attackin the Philippines must pay 3000 in PBU chips to the Warchest. (3
x 1000 = 3000.)]
15. Attacking An occupied country.
A. The attacking player must commit PBU chips to match the board PBU value x
1000 of the country under attack.
(See Illustration Q.)
These PBU chips are paid into the WARCHEST.
B. The player occupying the country under attack defends it.
C. The war is fought under the rules of ATTACK OF UNOCCUPIED COUNTRIES. (See
Rule #10.)
[Illustration shows POWER BASE RECORD, with the blue C/A marker being advanced
from 29 to 32. Caption: Q. The victorious attacking player of the Philippines
(3 PBU's) advances by 3 on the POWER BASE RECORD.]
16. If the Attacker wins the War:
A. The victorious attacking player removes the losing defender's C/A marker
and places his or her own C/A marker in the lighter (CONQUEST) area of the
defeated country's bar.
B. The conquering player advances his or her POWER BASE RECORD marker by the
full board PBU value of the conquered country.
(See Illustration R.)
[Illustration shows POWER BASE RECORD, with a yellow C/A marker being moved
backwards from 33 to 30. Caption: The losing defender of the Philippines (3
PBU's) moves back by 3 on the POWER BASE RECORD.]
C. The losing defender moves his or her POWER BASE RECORD marker back by the
full board PBU value if the country was originally conquered - or by 1/2 board
PBU value if the country was originally an ally.
(See Illustration S.)
D. The conquering player receives the losing player's remaining onscreen
energy units in the form of PBU chips from the WRCHEST. These are rounded off
to the nearest hundred. (The victor does not get back the PBU chips
originally committed to the WARCHEST. These represent the cost of the war.)
E. The conquering player may form an alliance with any unoccupied country
which is not in another player's HOME ZONE.
F. The conquering player can continue attacking until losing a war.
17. If the Defender wins the War:
A. The defending player keeps the country.
B. The defending player receives the losing player's remaining onscreen energy
units in the form of PBU chips from the WARCHEST rounded off to the nearest
hundred.
Remember the Zone Domination BOnus! (See Rule #7.)
18 Alliances between players in games with 3 or more players.
A. Two or more players may form player alliances between themselves at any
time during the game until the board is filled.
B. Allied players may combine their PBU chips to purchase alliances with
unoccupied countries, attack occupied countries or to directly attack an enemy
HOMELAND. The allied countries may alternate between themselves directing the
attack on the enemy. Each allied player places his or her C/A marker on the
counquered or allied country.
C. Allied players do not attack each other.
D. The resulting onscreen PBU's gained are divided equally among the allies.
E. Allied players continue to advance or retreat their markers separately on
the POWER BASE RECORD.
F. An alliance may be broken by any player at any time, but cannot then be
renewed for the duration of the game.
[Illustration shows Zone 4, with blue C/A markers on Italy and Spain, a red
Homeland marker on West Germany, and a red C/A marker on Greece. Caption: T.
West Germany is bordered by enemy player on each side and can now be
attacked.]
19. Attacking an enemy Homeland.
A. The countries bordering each side of the enemy HOMELAND must first be
conquered before the HOMELAND itself can be attacked.
(See Illustration T.)
B. Once these countries are occupied, the required PBU chips to attack the
HOMELAND must be paid into the WARCHEST. (Full PBU board value x 1000.)
C. If a player's HOMELAND is conquered, that player is out of the game. The
victor receives the HOMELAND as well as all of the defeated player's conquered
territories and remaining PBU chips. The victor advances his or her POWER
BASE RECORD marker the total value of all of the conquered countries including
the HOMELAND. THe losing player's allied countries are returned to unoccupied
and are fair game for the rest of the players.
D. If a player in a player alliance has conquered an enemy HOMELAND, the booty
is divided equally between all players in the alliance.
20. After every country has been occupied:
A. Each player has one more chance to attack under the rules covering ATTACK
OF AN OCCUPIED COUNTRY. (See Rule #15, #16, and #17.)
B. A player may choose not to attack on his or her turn during the final round
but does not get a second chance once the attack option is passed to the next
player to the left.
C. After the last round, any remaining PBU chips are transferred to the POWER
BASE RECORD at the bottom of the screen. Every 1000 PBU's in chips advances a
player's marker one space on the POWER BASE RECORD. Every 500 PBU's in chips
advances a player's marker 1/2 space on the POWER BASE RECORD. PBU chips are
rounded off to the nearest 500.
[Illustration shows POWER BASE RECORD with a blue C/A marker on 55. Caption:
U. At the End Game, player has accumulated a POWER BASE RECORD of 55 (5500
energy untis are transferred to the screen).]
21. The End Game.
A. No new alliances may be formed during the END GAME.
B. The player with the lowest POWER BASE RECORD score at the bottom of the
game board challenges the player in the next highest position. If two players
are tied for last position, they will play off against each other. Allies do
not fight each other.
A player uses his or her accumulated POWER BASE RECORD total to attack.
C. The low player enters his or her total POWER BASE RECORD x 100 to the
screen.
(See Illustration U.)
Enter a choice of TANK, SUB or PLANE. The next highest player then enters his
or her total POWER BASE RECORD and choice of weapon. The attacking player
presses ENTER.
[Screen shot shows setup screen for final battle. Caption: V. Attacking
player converts PBU total to energy units (55 x 100).]
D. The winner of that combat advances the POWER BASE RECORD marker ONE
POSITION. The losing player retreats his or her POWER BASE RECORD one
position.
E. The attack and defense alternates between the combatants after each battle.
F. A weapon lost in one battle cannot be used by the losing player in the next
battle.
G. Combat continues until one of the plyaers runs out of onscreen energy
units. The other player transfers any leftover screen units to the POWER BASE
RECORD. The POWER BASE RECORD marker is advanced on space for each 1000
screen units remaining and 1/2 space for each 500 units remaining. Screen
units are rounded off to the nearest 500.
H. The player with the greatest POWER BASE RECORD at the end of the first
confrontation challenges the next highest player on the POWER BASE RECORD
GRID. This process continues until all players have competed.
22. The country with the strongest POWER BASE RECORD at the conclusion of the
END GAME is the winner.
Game variations.
1. Players can compete against the clock for a pre-agreed amount of time. The
players farthest along on the POWER BASE RECORD at the end of the time period
is then winner.
2. Players can play to a pre-agreed point on the POWER BASE RECORD. THe first
player to reach that number is the winner.
Creating your own games.
1. You can create your own "what if" game scenarios and see what just might
happen if war broke out between two countries and the rest of the world took
sides. Use the newspapers and news magazines to gauge the reaction of
different countries to different events.
A couple of interesting hypothetical situations are: What might happen if a
Warsaw Pact country decided to break its relationship with the U.S.S.R.? What
might happen if a mid-east war broke out and the U.S. or the U.S.S.R. chose to
make a serious commitment to one of the countries involved?
2. You can also create your own "what might have been" game scenarios.
For instance:
What might have happened during World War II if the allies came into the war
immediately after Hitler invaded Poland?
What might have happened if Hitler had invaded England right after Dunkirk?
You will undoubtedly find that the POWER BASE UNIT relationships should
change under different historical and hypothetical situations. You will find
that researching World War II and keeping up with the rapidly changing aspects
of today's world adds a depth to The War Game that is completely unique and
filled with challenge.
Practice Sessions.
(Two Players)
Press RESET.
Press any key on the alpha-numeric keyboard except the SPACE bar.
The computer will run through a complete cycle of weapon combinations and
assign random amounts of energy units to each player.
The first player to win ten battles wins the war.
Index or Rules
page
14 Game Objective
14 Order of Play
14 Selecting a Homeland
15 Alliances within Home Zone
15 Recording Alliances
15 Recording 1/2 PBU Values
16 Zone Domination Bonus
16 Alliances with Unoccupied Countries
16 Attacking Unoccupied Countries
17 Defending Unoccupied Countries
17 Fighting a War
17 If Attacking Forces Win (Unoccupied Countries)
18 If Defending Forces Win (Unoccupied Countries)
18 Attacking Occupied Countries
19 If Attacking Forces Win (Occupied Countries)
19 If Defending Forces Win (Occupied Countries)
19 Alliances between Players
20 Attacking Homelands
21 The End Game
[The other information you would need to be able to play this game with only
the cart is the listing and order of the Zones. This info is taken from the
map and is found below.]
Zone 1
------
Canada 7
United States 30
Mexico 5
Zone 2
------
Romania 2
Poland 3
U.S.S.R. 30
Czechoslovakia 1
East Germany 2
Cuba 1
Zone 3
------
Vietnam 3
China 13
North Korea 2
Zone 4
------
Greece 1
Italy 5
West Germany 10
Spain 4
France 8
United Kingdom 8
Norway 2
Zone 5
------
Iran 5
Saudi Arabia 4
Iraq 3
Syria 1
Jordan 1
Israel 3
Egypt 5
Libya 3
Zone 6
------
Afghanistan 2
Pakistan 4
India 6
Bangladesh 2
Zone 7
------
Philippines 3
Indonesia 6
Zone 8
------
Taiwan 3
Japan 10
South Korea 3
Zone 9
------
Venezuela 2
Columbia 3
Brazil 6
Argentina 5
Zone 10
-------
South Africa 4
Nigeria 5
Zone 11
-------
Australia 4