BATTLE 1917
(C.C.S.)


WINNER 1983 CAMBRIDGE AWARD

Mark Lucas won the Cambridge Award with "Battle 1917" because it is a
highly original wargame. The game is played by two players on a board
21x32 showing a map which changes with every game. Each player has 29
pieces including infantry, cavalry, tanks, artillery and a King. The
object of the game, like Chess, is to kill the enemy King who is the
weakest and slowest piece on the board. The game will appeal equally
to all ages and skills. This is the machine age's answer to Chess.


INSTRUCTIONS

1. INTRODUCTION
   This wargame is based on the campaign of the First World War. It
   requires you to exercise all the skills and tenacity of the
   Generals during that terrible catastrophe.

2. THE PIECES

   [see also BATT1917.GIF]

                   Maximum             Forests   Fighting
                   distance  Lakes     & Wire    Strength  Comment
                   ---------------------------------------------------
   INFANTRY             5        no        no        +1
   CAVALRY              6        no        no        +2
   TANKS                3        no        yes       +3    flattens forests&wire
   ARTILLERY            3        no        no        +0    fires shells
   KING                 2        no        no        +0    game lost if killed

3. MINEFIELD
   The first piece to pass over a MINEFIELD has a 4:1 chance of
   clearing it. If the piece is unlucky the MINEFIELD will explode,
   destroying the piece.

4. COMPASS
   8   1   2    This is an "on-screen prompt" to help the players;
   7   +   3    eg. KEY 1 to move NORTH
   6   5   4        KEY 0 indicates no move

5. FIGHTING STRENGTH
   When a piece is moving an meets an enemy in its way, they fight.
   Each piece scores a BATTLE NUMBER which is a number from 0 to 5,
   plus its particular fighting strength.
   This is shown by an "on-screen prompt".
   [TANK] 3 + 1 = 4     [INFANTRY] 1 + 4 = 5     [INFANTRY] wins

6. ARTILLERY FIRE
   The shells may fall exactly on the square requested, or fall
   slightly short, or go slightly over. RANGE 1 should only be used in
   extreme circumstances as there is a 1:3 chance of self destruction!
   If the shell falls on any piece (enemy or own), or FOREST or WIRE
   or MINEFIELD, it is destroyed.
   Shells falling "OFF BOARD" or "ON COMPASS" are not shown and shells
   falling into lakes just make a splash.

7. KING
   He is the slowest, weakest piece in the army. As the object of the
   game is to kill the KING you should try to keep him out of the way
   and well protected. 
   Never send him through a MINEFIELD, and look out for enemy ARTILLERY
   sneaking up to 10 squares away trying for a "lucky long shot".

8. TACTICS
   Try to keep the units of four pieces together in formation, rather
   than leaving some behind.
