Parker Hannifin Games Games User Manual


 
After the sixth set has been
traded
in,
each additional set is worth
5
more
armies. Example:
If
you trade
in
the seventh set, you get 20 armies;
if
you
I
trade
in
the eighth, you get
25
mes,
and
so
om "First" and "second" set,
etc., refer
to
sets
traded
in
by
during
the
game. Thus,
if
you trade in
the
third
set
in
the
game, you receive
8
armies,
even
if
it's the first set you
have
Wed
in.
(hmphhd-.
If
any
oftbe
3
cards
you
trade
in
shows the picture of
a
te*
&py, you
redw
2 extra armies. You must place
both
particub
territory.
I
Note:
On
a Jingle
turn,
you may receive no more than 2
extra
armies above
and beyond
.rho&
you receive
6pr
the matched sets of
cards
you trade
in.
Hints:
No matter how many armies you
receive
at the start of your
turn,
deploy them carefully--either to prepare for
an
attack or to defend against
one. It is good
military
strategy to move
your
armies
to the front,beavily
fortifying territories that border enemy territories.
I
I
After placing
your
armies at
the
begbmbg
of your turn, decide
if
you wish
,
to attack at this time.
The
object of an at&&
b
to capture a territory by
I
defeating
all
the opposing
armies
already
on it. The battle
is
fought by a roll
of the dice.
Study
the board for a moment. Do you want to attack?
If
you choose not
to
attack, pass the dice to the player on your left. You
may
stin
fortify your
position,
if
you
wish
(see page
10).
If
you choose to attack, you must follow
these
rules:
You may only attack a territory that's adjacent (touching) to one of your
own, or connected to it by a dashed line. Examples: Greenland may
attack the Northwest Territory, Ontario, Quebec and Iceland. North
AlYica
may attack Egypt, Western Europe and Brazil. At the western and
eastern edges of the board, Alaska is considered adjacent to, and may
attack, Kamchatka.
You must
aIwap
have at least
two
armies
in
the territory you're
attacking from.
You may continue attacking one territory
until
you have eliminated
all
armies on it, or you may shift your attack from one territory to another,
attacking each as often as you like and attacking as many territories as
you like during one turn.
'~b
~ttack
First announce both
the
eemitory
youp=
the
one
you're attacking from. Then
roll
the
dico
against
the.-
who
occupies the opposing territory.
Before rolling, both you and your opponent must announce fbe number
of dice you intend to roll,
and
you
both
must
roll
at
the
same
time.
You, the attacker,
will
roll 1,2 or
3
red dice: You must
have
at least one
more army in your territory than the number of dice you roll.
Hint:
The
more dice you roll, the greater your odds of winning. Yet the more dice
you roll, the more armies you may lose, or be
required
to
mm
into
a
captured territory.
The defender
will
roll either
1
or 2 white dice: To roll 2 dice, he or she
must have at least 2 armies on the territory
under
ate
Hint
The
more
dice the defender rolls, the greater his or her odds ofwkdag4mt the
more armies he or she may lose.
,
.C
r
TO
Wde
a
Battle.
Compare the
highest
die
ewh
af
fb11ed.
If
yours
(the attacker's) is higher, the defender loses one
id+iP
the
territory
under attack. But
if
the!
defender's die
Is
higher
than
yams,
you
lose one
army from the territory you attacked
h;
put it
Wim
yonr
clear
pbtic
box
If
each of you rolled more
than
one die, now
CY)~
the
two
next-highest dice and repeat the process.
v
-
f*
~ttachr's
Dice
Defender's
Die
T
Raulc
Defender
Loses
One
Army
and
I
Attacker
Loses
One
Army'
kmk
Defender
Losss
One
Army
Notes:
*
In
case of
a
tie, the defender
always
wins.
The attacker
can
never lose more than
2
armies
on a single roll.