GB2206497A - Control - Google Patents

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Publication number
GB2206497A
GB2206497A GB08709681A GB8709681A GB2206497A GB 2206497 A GB2206497 A GB 2206497A GB 08709681 A GB08709681 A GB 08709681A GB 8709681 A GB8709681 A GB 8709681A GB 2206497 A GB2206497 A GB 2206497A
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United Kingdom
Prior art keywords
table board
board game
incorporated
preceeding
forces
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GB08709681A
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GB8709681D0 (en
Inventor
Frank Xavier Allon
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Individual
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Individual
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Priority to GB08709681A priority Critical patent/GB2206497A/en
Publication of GB8709681D0 publication Critical patent/GB8709681D0/en
Publication of GB2206497A publication Critical patent/GB2206497A/en
Withdrawn legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00075War games

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  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A war game can be played on the board of Figure 1. The purpose of the game is to gain control of another players mainland. The action of the pieces is regulated by the throw of dice, drawing of advantage/disadvantage cards and the acquisition of assets by the use of play money. <IMAGE>

Description

t v v z J CONTROL 1. The game is devised for 2, 3 or 4 players highest throw on the dice starts the game pre-form. This player now referred to as player (1).
2. Each player receives 120 million control pound notes from the controller. The controller is the player elected to run the bank - pool and deal with all transactions.
3. Player (1) chooses one of the four mainland colours positioned at each corner of the board. Then choice and play goes clock-wise.
4. Starting with Player (1) each player collects one force in turn until each has seven forces. Each piece is called a force.
5. Each mainland has a minor land of the same colour.
Mainlands - have 3 land bases and 2 sea minor lands - have 1 land base and 1 sea. This makes up the original 7 bases for each player.
6. One force on one base only When all 7 bases are filled and the appropriate sums paid each player now collects 1 secret weapon card from pack of six. Places face down at his front.
7. No cards can be used until a state of war exists. (When one force has been hit).
8. A go is defined as a throw - for a 6 the player has another go. On throwing a third 6 player uses, then players turn is over.
9. The players transactions must be fulfilled before his turn starts before his go.
If player has another go and wishes to adjust forces i.e.
turn aircraft, load tanks etc. he may do so providing he carries the move out before his go. But all card or bank transactions must be dealt with before players turn.
10. Player (1) re-throws and starts the game. Player may divide the number thrown moving several forces or use the whole number on just one force.
There is no restriction of movement until a state of war exists.
11. One dice spot - move one force one positional move on board.
Aircraft can share ordinary moves with other forces. For specific information check laws and uses.
CONTROL LAWS AND USES Colours Each player has a colour stick of clay, which broken and rolled into small balls is placed one ball on each of his forces.
Colour carried high on (sub) denotes force is on surface.
When one force hits a major force player places a smaller amount of striking forces colour on damaged force to show one hit and so on.
As each gain is taken player first taking puts a piece of his colour on gain to show gain has been taken and money collected and card taken. etc.
Any force found without a colour on it can immediately be claimed by any player by placing his own colour on the un marked force.
Shooting - forces inside sea-approaches cannot be fired upon by forces Direction outside i.e. main sea route - sub-waters and visa-versa.
Forces on diamonds are vulnerable from both ways.
CONTROL LAWS AND USES Movement At no time for any reason can any force using any card move onto a gain or base.
All forces move freely according to number thrown on dice number may be shared amongst forces. Complete number must be used. Double check your moves before touching forces, cannot change move once started or made - if errored lose go.
Opponent positions offending force up to ten places from offence.
Forces must move where possible, in any movement no force can cover the same position twice the force cannot back track.
If a move cannot be completed no move must take place forfeit go.
If 6 is thrown another go is allowed on throwing a third 6 player moves then go is over.
Each 6 must be dealt with separately. Dice must remain in place until player has moved.
All transactions - throws must take place in view of opponent's.
Free movement of forces on own mainland. By Dice.
Moving on land between oil and mainland stay on same route cannot cross to other route, or fire on other route. From either lands can fire on either route.
Gains Steel - Oil - Airfields - are gains that the player taking control of takes a gains card from face down pack placing same face down with his secret weapon card. Except your own oil which is given you. Other mainlands not in use - when just 2 or 3 are playing also pick up a gains card for Only one gains card taken for each gain. First player to control gain only. Collect sum paid.
AMO is also classed as a gain but no card allowed.
Repair - Tanker repair base - tanker on reaching may repair at next Bases turn submarine repair base - same as above T.R.B.
S.R.B. (A-C-C's) and (B-Ships) repair at mainland sea bases that And others player controls - but not the sea base the force left.
Unless it cannot be clearly determined. Repair next turn.
CONTROL FORCES LAWS AND USES MINOR FORCES Commandos Can move on land - also from land to vessel and vessel to land once carrying force is on sea approach.
Tanks Loading or off loading at will at players turn before throw or after throw - not during. Carrying force must be on sea base. Mainlands and (oil) minor lands only are allowed this method. Other bases land or load by dice.
Bank loans may be taken at the following rates LOAN PAY BACK 12 million 16 million 24 million 30 million cannot loan if in debt already to bank.
Control cannot be achieved and victory claimed if player is in debt.
Opponent wins at a failed attempt by another who claims falsely or cannot clear debts and stay in control LAWS AND USES Important Control is devised for tactics and keen through - take extra care of the following.
1. Control is a state of holding more bases on any land than one or more of your opponents. Example if two opponents hold one of your 5 mainland bases - two being sea bases. Holding one each - and you hold any given two - you are no longer in control. Neither are your opponents.
Control is the greater number than your opponent's.
Control is gained or lost only if it cannot be confirmed on your next turn.
You have one chance to regain control and your opponent when in same situation has the same, also note you cannot buy if oil or your main land is not in your control.
Just one force can control if unopposed.
2. Claim your money for gains immediately on your next turn after taking the gain then the card. If you do the deal the other way around and it blows up you cannot collect the money, also if you forget to claim then you lose it.
Player must first vacate gain and re-take it to make a valid claim on next turn after taking. If forgotten to claim CONTROL LAWS AND USES OF GAINS OIL After the initial buying allowance no player can buy any force unless he controls (OIL) or has a TANKER already.
STEEL Once a state of war exists no player can move forces on LINK land unless he controls (STEEL). All central lands escape this law. Lands between mainlands do not except FOR OIL ALONE.
AMMUNITION Without you control (AMO) player cannot FIRE ON ANY FORCE.
(AMO) AIRFIELD Without you control an (AIRFIELD) player cannot buy aircraft.
Player may buy only for 3 mainland bases. Aircraft don't count as a controlling force.
CONTROL VALUES CARD C S S H R C O A A I E A S L L T P R T V E S A R A I Y G R E FORCES TANKER 24 12 6 3 6 A-C-C 24 12 6 3 6 3 AIRCRAFT B-SHIPS 16 8 4 2 4 2 TANKS SUB 16 8 4 2 4 1 COMMANDOS M-TANK 8 4 2 2 - A-CRAFT 12 6 3 1 - DESTROYER 8 4 2 1 - 1 1 Tank or 1 Ccmendos M-SHIP 8 4 2 1 - 1 1 Tank or 1 G nwdos COMMANDOS 6 3 - 1 - TANKS 4 2 1 1 - GAINS Sum Paid Cost to Destroy Cost to re-open OIL 30 Million 5 Million 25 Million STEEL 25 Million 5 Million 20 Million AIRFIELD 10 Million 5 Million 5 Million A.M.O Nil 5 Million CANT OTHERS Nil 5 Million 10 Million CONTROL LAWS AND USES Destroyed - to re-open exploded land gains, a player must land a force Gains and next turn pay gains price to bank. Example (oil) 25 million. See chart.
Destroyed gains can be passed over (1 position counted) Gains and bases where no money is paid for their first control (if destroyed) cannot be re-opened.
Secret - Each player on the payment of 5 million to the bank shall be Mines - deemed tobe carrying one mine, forces permitted to carry mine.
B-Ships - Destroyers - Commandoes only.
One mine per player during game. Forces carrying secret mine declares action only when within 6 positions of target all vacant bases and gains are permisable targets. Force commits action after throw - force does not move but must be able to have reached according to throw. Exact number not required.
Secret mines cannot be used to destroy forces.
Action Firing on another force. The number on the dice is the exact number to reach another force. Player may render that force with one hit. Do not move your force. Only one force can be hit. Any force within range of another can fire on any other force, within the laws. Cannot share number thrown when firing - See shooting direction.
Action All forces can ram each other with the following exceptions.
Ramming Nothing can ram an aircraft not even another aircraft. Land and sea forces cannot ram each other. Ramming procedure is done by being able to reach the force, the number thrown must be completely used may be shared by only two forces - make sure of your move first any breach of laws forfeit go and action. Opponent may move offending force up to ten positions. See penalties. Player may ram all he can reach.
Each contact renders rammer and rammed one hit.
If both forces are destroyed they are out of the game. Place them in Grave Yard - cannot again be used. All forces destroyed by ramming are out of the game.
Paras and commandoes cannot ram or be rammed.
CONTROL LAWS AND USES Salvage Salvage money is only paid for the destruction of forces Money providing attacking force still remains on the board.
Salvage is paid also for ramming forces which can destroy their own to deny opponent salvage money and collect it instead.
Cards No cards can be used until a state of war exists.
No card can be used if one was played by that player on his previous turn.
No player may buy forces at consecutive turns - No player may buy more than two forces at one time.
Cards do not complete players turn. Player still throws dice after card use.
Passing No force can pass an opponents without opponents permission unless holding and playing appropriate card, or force is an aircraft which cannot restrict the movement of a sea or land force or visa versa. (A(Sub) if submerged (denoted) by colour being low can also pass freely any surface vessel and visa versa.
Forces can pass there own at will. No two forces can occupy the same position. Not even if an aircraft holds the space.
Aircraft cannot control any gain or base unless turned over.
And then land bases only.
Bases Bases and gains can all be destroyed. Forces must first land Destroy or occupy position pay 5 million to control bank and lose occupying force. Force goes into Grave Yard.
Bases Same procedure as destroy-land pay bank amount required see Re-open list. Force remains.
Another version of the game control is COMPLETE CONTROL Same procedure as control - eventual winner must take control of all other players mainlands and still remain in control of his own. As the player progresses and takes over-all that defeated players forces become the controllers. Take off his colour replacing them with your own.
LAND BASES SEA BASES SEA APPROACH MAIN SEA ROUTE For the benefit of easy explanation numbers are given to the bases.
A. Transport boarding or landing forces on or from land bases, being on for example Base 4 can load or unload at will at his turn from Base 4 - Base 1 and 2 are accessible only from Base 5 - 2 and 3 are accessible only Bases must be vacant to land.
One force one base B. Combat (shooting) from and to sea approach. (Diamond) and same two corresponding land bases only.
D. Without steel only base 1 can defend (if occupied) when attacked from link land. All three bases can defend with steel.
E. Forces on Diamonds are vulnerable from main sea route also.
F. Ramming forces ignor shooting rule G. No force can be rammed on any players original nine bases.
Countries not used at games commencment don't apply.
LAND BASES SEA BASES SEA APPROACH MAIN SEA ROUTE COUNTRIES - EACH PLAYERS, GIVEN MAINLAND & MINOR LAND CONTROL FORCES - LAWS AND USES MAJOR FORCES Tanker Has the same rights as oil Aircraft - As an airfield with the added advantage of buying aircraft Carrier and operating them from its deck wherever it is on the board.
A-C-C-) Aircraft may leave and return according to dice throw.
Battle-Ship May carry up to two tanks only when on sea base of mainland (B-Ship) or oil (Minorland) player can at will load or off load tanks provided there is vacant room.
Submarine May carry one commandos only, must be surfaced to land or re (Sub) board forces. To carry out this operation sub need only be sea approach as exact throw on dice not required if sufficient is thrown - any surplus can be used to move another force.
Master Tank See Tanks (M-Tank) MINOR FORCES Destroyer May carry one tank or one commandos loading procedure same as as battleships. Commandos as sub-procedure Aircraft No restriction on board may go anywhere and pass any force (A-Craft) except another aircraft without that players agreement. When on a base cannot claim control of base unless aircraft is turned over. In this position aircraft now represents paratroops (Paras).
When deciding to move aircraft, player may double the number thrown and or share the total with players other aircraft.
Whole number must be used if not having a back-up aircraft player may find it necessary just to use dice number as shown - all forces can share number thrown, but when doubled only aircraft may share or use this. Only for movement not action of any kind when doubled.
There are no steel restrictions for moving aircraft overland.
Merchant Has no guns cannot fire on forces. May carry one tank or one Ship commandos, when moved from mainland base and travelling on the main sea route completely around centre isles and back to same base. Player on next turn can claim 20 million from bank. Movement only by dice - not cards. Landing forces from base only.
CONTROL CONVENTION PENALTIES Breaches To excerise the game to its full potential breaches of the of laws laws should be adhered to throughout the game.
Convention Red Points 1. Incorrect move or changing move.
Incorrect action - incorrect cards use 2 2. Not keeping cards - money etc. in view of other players - on the table 1 3.- Buying forces on a consecutive turn conclusive once money is paid to bank 1 4. Carrying wrong force 1 5. Buying or collecting out of order i.e.
no oil control - mainland control - gains collecting - buying more than 2 3 6. Ramming incorrectly - firing without Amo doubling aircraft throw and using same for action i.e. (ramming or firing) 2 7. Not paying for any force 3 8. Unable to pay fines remains a bank debt until cleared and doubles convention red points for that breach 9. Offender must pay bank fine - red points times the number thrown on dice in millions.
Any players mustering 15 convention red points forfeits all his air and sea forces.
Forces return to pool - players points cleared. No money paid to player for forces.

Claims (25)

CLAIMS 1. A table board game where-by the board represents the world. 2. A table board game as in Claim 1 wherein model submarines are incorporated. 3. A table board game as in Claim 1 or 2, wherein model battleships are incorporated. 4. A table board game as in Claim 1 or 2, wherein model destroyers are incorporated. 5. A table board game as in any preceeding Claim wherein model aircraft carriers are incorporated. 6. A table board game as in any preceeding claim wherein model aircraft are incorporated. 7. A table board game as in any preceeding claim wherein model merchant tanks are incorporated. 8. A table board game as in any preceeding claim wherein model merchant ships are incorporated. 9. A table board game as in any preceeding claim wherein model representation commands are incorporated. 10. A table board game as in claim 6 and any preceeding claim wherein model representation commands are incorporated. 11. A table board game as in any preceeding claim wherein secret weapon cards are incorporated. 12. A table board game as in any preceeding claim wherein gains cards are incorporated. 13. A table board game as in any preceeding claim wherein different coloured model clay is incorporated to demote ownership of forces. 14. A table board game as in claim 13 and any preceeding claim wherein different coloured model clay is incorporated to demote damage to forces. 15. A table board game as in claim 2, 13, 14 and any previous claim wherein different coloured model clay is incorporated to denote position of surface or submerged forces. 16. A table board game substantially as described herein as claimed wherein movement and action of forces are controlled by a dice. 17. A table board game substantially as described herein as claim wherein movement and action are controlled by cards. Amendments to the claims have been filed as follows
1. A table board game where-by the board represents the world.
2. A table board game as in Claim 1 wherein model submarines are incorporated.
3. A table board game as in Claim 1 or 2, wherein model battleships are incorporated.
4. A table board game as in Claim 1 or 2, wherein model destroyers are incorporated.
5. A table board game as in any preceeding Claim wherein model aircraft carriers are incorporated.
6. A table board game as in any preceeding claim wherein model aircraft are incorporated.
7. A table board game as in any preceeding claim wherein model merchant tanks are incorporated.
8. A table board game as in any preceeding claim wherein model merchant ships are incorporated.
9. A table board game as in any preceeding claim wherein model representation commands are incorporated.
10. A table board game as in claim 6 and any preceeding claim wherein model representation commands are incorporated.
11. A table board game as in any preceeding claim wherein secret weapon cards are incorporated.
12. A table board game as in any preceeding claim wherein gains cards are incorporated.
13. A table board game as in any preceeding claim wherein different coloured model clay is incorporated to demote ownership of forces.
14. A table board game as in claim 13 and any preceeding claim wherein different coloured model clay is incorporated to demote damage to forces.
15. A table board game as in claim 2, 13, 14 and any previous claim wherein different coloured model clay is incorporated to denote position of surface or submerged forces.
16. A table board game substantially as described herein as claimed wherein movement and action of forces are controlled by a dice.
17. A table board game substantially as described herein as claim wherein movement and action are controlled by cards.
18. A TABLE BOARD GAME AS IN CLAIM 16 WHEREIN FORCES ARE MOVED ON THE BOARD ACCORDING TO THE NUMBER THROWN ON A DICE NUMBERED 1 - 6.
19. A TABLE BOARD GAME AS IN CLAIM 16 - 18 WHEREIN PLAYER MAY DIVIDE THE NUMBER THROWN ON DICE TO MOVE ONE OR MORE FORCES WITH OR WITHOUT EQUAL DIVISION.
20. A TABLE BOARD GAME AS IN ALL PREVIOUS CLAIMS WHEREIN MOVEMENT OF FORCES FROM THE THREE MAINLAND RECTANGULAR BASES TO MINOR-LAND OIL OR OPPONENTS MAINLAND IS VIA THE TWO ROUTES SET OUT IN DASHES. THE RECTANGULAR AMO GAINS AND OIL BEING ONE MOVE ALSO.
21. A TABLE BOARD GAME AS IN ALL PREVIOUS CLAIMS WHEREIN MOVEMENT OF SEA FORCES FROM EITHER SEA BASE MAINLAND MARKED X IS VIA THE SEA APPROACH TO THE DIAMOND THEN FOLLOWING MAIN SEA ROUTE WHICH LINE OF DASHES SURROUNDS THE CENTRE ISLANDS. EACH X. DASH OR DIAMOND MARK BEING ONE POSITIONAL MOVE ON THE DICE.
22. A TABLE BOARD GAME AS IN ALL PREVIOUS CLAIMS WHEREIN LOADING OF LAND FORCES BY TRANSPORTING SHIPS IS CARRIED OUT AT WILL FROM MAINLAND BASES TO TRANSPORT ON SEA-BASE AND VISA-VERSA AND OTHER SEA-BASES TO FIRST POSITIONAL DASH ON LAND OR MINOR LAND OIL.
23. A TABLE BOARD GAME AS IN ALL PREVIOUS CLAIMS WHEREIN COMMANDO FORCES MAY ALSO BOARD TRANSPORT OR LAND FROM TRANSPORT WHEN TRANSPORTING FORCE IS ON OR WITHIN DIAMOND POSITION AND THE NUMBER THROWN ON DICE IS EQUAL OR IN EXCESS TO REACH TRANSPORT OR VISA-VERSA WHEN LANDING COMMANDOS FROM TRANSPORT AT SEA APPROACHES TO LAND.
24. A TABLE BOARD GAME AS IN ALL PREVIOUS CLAIMS WHEREIN AIRCRAFT HAVE ACCESS TO TRAVEL VIA DASHES AND BASES LAND OR SEA AND ON OR OFF AIRCRAFT CARRIERS. THE AIRCRAFT BEING ABLE TO DOUBLE THE AMOUNT THROWN ON DICE IN ITS MOVEMENT WHEN NUMBER THROWN IS NOT SHARED WITH ANOTHER FORCE OTHER THAN ANOTHER AIRCRAFT.
25. A TABLE BOARD GAME AS IN ALL PREVIOUS CLAIMS WHEREIN AIRCRAFT ONLY HOLD A BASE WHEN THE FORCE IS TURNED OVER UPON IT. BECOMING THEN PARATROOPS, AND VISA-VERSA TO RETURN AN AIRCRAFT.
GB08709681A 1987-04-24 1987-04-24 Control Withdrawn GB2206497A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB08709681A GB2206497A (en) 1987-04-24 1987-04-24 Control

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB08709681A GB2206497A (en) 1987-04-24 1987-04-24 Control

Publications (2)

Publication Number Publication Date
GB8709681D0 GB8709681D0 (en) 1987-05-28
GB2206497A true GB2206497A (en) 1989-01-11

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GB08709681A Withdrawn GB2206497A (en) 1987-04-24 1987-04-24 Control

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2253358A (en) * 1991-02-16 1992-09-09 Cameron Nigel Glenvi Carpenter Apparatus for playing a board game
US9440140B1 (en) 2015-11-17 2016-09-13 Omar Khaled Alqattan War game using cards and dice

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2253358A (en) * 1991-02-16 1992-09-09 Cameron Nigel Glenvi Carpenter Apparatus for playing a board game
GB2253358B (en) * 1991-02-16 1994-10-12 Cameron Nigel Glenvi Carpenter Apparatus for playing a game
US9440140B1 (en) 2015-11-17 2016-09-13 Omar Khaled Alqattan War game using cards and dice

Also Published As

Publication number Publication date
GB8709681D0 (en) 1987-05-28

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