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
- Authority
- GB
- United Kingdom
- Prior art keywords
- table board
- board game
- incorporated
- preceeding
- forces
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00075—War games
Landscapes
- 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)
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.
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 |
Family
ID=10616250
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB08709681A Withdrawn GB2206497A (en) | 1987-04-24 | 1987-04-24 | Control |
Country Status (1)
Country | Link |
---|---|
GB (1) | GB2206497A (en) |
Cited By (2)
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 |
-
1987
- 1987-04-24 GB GB08709681A patent/GB2206497A/en not_active Withdrawn
Cited By (3)
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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Legal Events
Date | Code | Title | Description |
---|---|---|---|
WAP | Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1) |