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Tank Battle

Contents Game board Two plotting grids Red and white pegs One sheet of numbers in two colours A dice This instruction booklet

Playing Pieces Two sets of tanks in two colours (six tanks per set) Two sets of installations in two colours (comprising one Headquarters Tent marked A, one Ammunition Dump marked B, and one Fuel Dump marked C, in each set) Two sets of Anti-tank Guns in two colours (five guns per set) Two sets of Flags in two colours (six flags per set) Preparation To assemble Tanks 1. Carefully separate the plastic tank parts from the runners. 2. When assembling the tanks, use the same coloured parts for each tank. 3. Insert the pegs of the left tread into the cylinders of the right tread (Fig. 1). 4. Holding the treads together with the cylinder side towards you, press the top into position over the treads (Fig. 2). The pins in the treads will fit into the holes in the top. 5. Insert the turret into the top of the tank (Fig. 3). Repeat this assembly process for all 1 2 tanks. 6. Separate the guns, installations (marked A, B, and C) and flags from the runners.

7. All six tanks of each colour must be numbered from 16. Separate the paper numbers from the sheet. Fold each one along the centre (Fig. 4), and insert into the rear of the tank with the number facing to the rear (Fig. 5). Note: These numbers represent rank. It is important that the rank of each tank is unknown to an opponent during game play. 8. During the game a tank may become a Command Tank. It then receives a flag, which fits into the turret (Fig. 5A). The tray section can be used to store pegs and installations.

To assemble the Plotting Grids The plotting grids are made in three parts: a plastic tray, a perforated card grid and a screen. Take the two trays from the box. Press out the two grids and the screens from the card. Note that the two grids are numbered differently. Fold the screens as shown in the diagram (Fig. 6). Then place the screens in the top section of the tray and press one of the grids into the tray over the flaps in the screen (Fig. 6A). To remove the screens and grids for storage, lift up the grid from the front and then take out the screen.

The object of the game Each player commands an equal force of tanks and anti-tank guns. The object of each commander is to seek out and destroy all the tanks of his opponent and the first player to succeed in achieving this is the WINNER. To set up the game 1. The game board represents the battlefield and, like any other military map, it is divided into a grid or series of squares. There are a hundred squares on the game board or battlefield, which is split in the middle by a river (RED LINE) and is currently held equally by each player; each side of the river is defended by a force of different coloured tanks. 2. The players must choose which force they wish to command and, having chosen, must now take all the game pieces in the colour of their choice. They will also take 5 WHITE and 6 RED pegs each and 6 flags in their own colours. 3. Each player now sets up his HEADQUARTERS (marked A), AMMUNITION DUMP (marked B), and FUEL DUMP (marked C) on his own side of the board. Each installation must occupy a square of its own; all three must be located on different horizontal rows; they must be set in different vertical columns; and none of them may be placed on the back row. Once positioned, these installations may not be moved again during play (see specimen layout, Fig. 7).

4. Minefields Each player is permitted to lay two minefields anywhere on his own half of the board. There are no pieces for the mines. As the locations of these must remain secret, each player writes the square reference of his minefields on a piece of paper and places this in his HEADQUARTERS tent. When an enemy unit lands on a minefield, a player can produce the paper to verify that the enemy tank has been destroyed.. Note: Minefields cannot be relocated during play. Moreover, if the enemy succeeds in overrunning his opponents HEADQUARTERS, he also succeeds in locating and clearing all his opponents minefields. 5.Anti-Tank Guns Anti-tank guns are now positioned on any vacant square on the players own side of the board. Anti-tank guns may not be moved during play and their main task is to guard the approaches to installations. Tanks may not pass through squares occupied by anti-tank guns unless they have been knocked out by enemy tanks during the game.

5. Tanks The players now position their tanks on any squares they choose in the back row of their own territory. Each tank in either players command is individually numbered (1 to 6) to denote strength and seniority. The numbers represent the value of the tank and are most important when calculating the result of tank-to-tank battles. These numbers should be kept concealed from an opponent during the game play. Note: Remember tanks are the only units that move during the playing of the game. 6. Plotting Grid Each commander now stands a plotting grid in front of him but clear of the game board. He uses this to plot his shots at the enemy and it is important that his opponent cannot see what he is doing. Note: Each square is numbered on the game board and also on the plotting grid. It is important to check that the player who faces the 1 00 square in the top left-hand corner of the game board is also using the plotting grid that has the 1 00 square in the same position. 7. Special shots Special shots are represented by the five white pegs, and their purpose is explained later. Place these pegs in the plotting grid tray until they are required for use. Method of play 1. The players take turns moving their tanks; the grey tanks move first. 2. A player must move his tanks a total of six squares in any one turn. (For exception see rule 3e and Tank Attack sec. 3c). 3. a. A tank may move forwards or sideways. b. A tank may never move diagonally or backwards, except as a COMMAND TANK, which may move backwards but not diagonally (see Playing the Game Rule 5). c. A tank may never move away from, AND back to its starting square in the same turn. d. At least one tank must move at least ONE SQUARE forward in each turn. e. One tank may not move more than three squares in any one turn. Exception to this rule: When a player is left with only ONE or TWO tanks, the three-square limit no longer applies. One tank may move up to FIVE squares in any one tarn. At the same time it is not necessary for the six-square total to be maintained. However, ONE tank must still move at least ONE square forward in any one turn, unless it is a Command Tank, which may move any direction except diagonally. f. A player cannot move his tank across a square occupied,by ANY tank or gun (his own or the enemys). g. A tank may land on top of an enemy installation (HEADQUARTERS, AMMUNITION DUMP or FUEL DUMP). To play the game: 1. Each player takes his first turn, which is unopposed; no shots are exchanged. 2. At the beginning of the second full turn both players plot on the plotting grid SIX shots which they will fire at their opponents tanks. Each player guesses on which square the enemy tanks will stop at the end of the turn, and these squares are marked off with the six RED PEGS. Note: Shots can only be placed on unoccupied squares, with one exception; you may place a peg under your own installation (see TANK ATTACK section 3d Tank v. Installations). 3. Players then take turns moving their tanks. An enemy tank is HIT if his turn ends on a square which has been pegged by his opponent as a shot. The tank is removed from the board at the end of the turn after the HIT has been proved by showing the enemy commander the plotting board. Note: The number on the knocked-out tank is not revealed. If no tanks are hit, the firer declares that all his shots are misses. 4. Players continue in this manner, alternately plotting shots and moving tanks. Remember to show your plotting grid to your opponent after each turn. 5. Command Tank A tank which reaches the back row of his opponents territory becomes a Command Tank, and a flag is placed on top of its turret. It may move forward, backwards and sideways, but not diagonally. Note: When a tank reaches the back row and receives a flag, it cannot move from that row in the same turn.

Special shots (White pegs) 1. A player may bring his Five anti-tank guns into action, in addition to his six (red-peg) shots, in any turn. However, these guns are vulnerable, as they are limited to only one shot (white peg) each. 2. A player may fire a shot at any enemy tank from one of his anti-tank guns, by placing a white peg in the plotting grid. 3. After the enemy tanks have moved, a player must announce that he has fired one or more white shots; and he must remove the white pegs from the board, regardless of whether he has hit a tank or not. These pegs cannot be used again during this game. The guns remain on the board to defend installations. For each antitank gun knocked out during play (see TANK ATTACK section 2) one white shot must also be removed, if there are any left. Note: It is usually advisable to save the white shots until later in the game. Tank attack A tank can attack an enemy tank or anti-tank gun by occupying any of the four squares next to an enemy position (see Fig. 8). An attack cannot be made diagonally, but only when the attacker is horizontally or vertically next to his objective. The attack must be made immediately the attacker is in position and before the player moves his other tanks. If a tank lands on an enemys shot, however, it is destroyed before it can attack anything.

1. Tank v. Tank: Each player reveals the number of his tank, and the higher number wins e.g. a No 5 tank beats a No 4 tank. The losing tank is removed from the game. If both tanks have the same value, then both are destroyed. 2. Tank v. Anti-tank Gun: The player with the attacking tank rolls the dice. If the dice lands on the red dot, the tank is removed from the board. If it lands on a black one, then the anti-tank gun is removed. If the gun is lost, the owner of the gun also forfeits one white shot, if he has one left. 3. Tank v. Installations: Whenever a tank ends its turn on an opponents installation (Headquarters, Ammunition Dump or Fuel Dump) that installation is destroyed and removed from the board. a. b. If a HEADQUARTERS (A) is destroyed, then so are the MINEFIELDS it controls. If an AMMUNITION DUMP (B) is captured, then its owner loses fire power, and instead of having six red shots each turn he now has only one shot for every tank he has left in the game. c. A player whose FUEL DUMP (C) is destroyed loses mobility and is thus only able to move his tanks a total of FOUR squares instead of six. d. You may fire on your own installation if you think that it is likely to be overrun. In this way, both your installation and the attacking unit would be destroyed. Note: If you plotted to fire on your own installation and the enemy failed to overrun it, your installation would still be destroyed. Multi-action tank battles 1. When a player moves his tank into a square that is adjacent to more than one of his opponents pieces, he must do battle with all of them, in the same turn. He may, however, select the order in which he will fight them. 2. When a player lands on an opponents installation and destroys it, and when that installation has a defending piece on an adjacent square, that piece must be fought in the usual way immediately.

Minefields 1. When a players tank lands on a minefield, it is destroyed and removed from the game before it can do battle. The minefield is now cleared and is safe for all future moves. 2. When a tank passes over a minefield without ending its turn there, it is safe. A players own minefield does not destroy that players own tanks. 3. A player will be expected to prove his minefield by showing his opponent the paper with the square reference written on it. Be sure not to give away the location of the second minefield. Strategic suggestions Defend your installations with anti-tank guns. In this way, if your installation is overrun the enemy is obliged to attack your anti-tank gun and may be destroyed. Save the WHITE PEG shots until later in the game, when you may have less than 6 red pegs to use. A safe defensive ploy is to move one tank forward and a second tank into the square vacated by the first. In this way, only one tank is exposed to a shot. The winner The first player to destroy ALL of his opponents tanks is the winner.

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