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 trade in the eighth,you get 25 mes,and soom "First" and "second" set,

etc., refer to setstraded in by during the game. Thus, if you trade in the third set in thegame, you receive 8 armies, even if it's the first set you

have W e d in.

(hmphhd-.If any oftbe 3 cards you trade in shows the picture of

I

'~b~ttackFirst announce both the eemitory youp=

the one

 

you're attackingfrom. Then roll the dico againstthe.-

who

 

occupiesthe opposing territory.

 

Before rolling, both you and your opponent must announce fbe number of dice you intend to roll, andyou both must roll at the same time.

You, the attacker,will roll 1,2or 3 red dice: You must have at least one

a te* &py, you redw 2 extra armies. You must place both particub territory.

I

more army in your territory than the number of dice you roll. Hint:The more diceyou roll, the greateryour odds of winning. Yet the more dice

Note: On a Jingle turn,you may receive no more than 2 extraarmies above and beyond .rho& you receive 6pr the matched sets of cardsyou trade in.

Hints: No matter how many armiesyou receiveat the start of your turn, deploythem carefully--either to prepare for an attack or to defend against one. It is good military strategyto move your armies to the front,beavily fortifying territories that border enemy territories.

After placingyour armies at the begbmbgof your turn, decide if you wish to attack at this time. The object of an at&& bto capture a territoryby

Idefeatingallthe opposing armies alreadyon 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 fortifyyour position, if you wish (seepage 10).

If you choose to attack, you must followthese 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 twoarmies in the territoryyou're attackingfrom.

You may continue attackingone 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 attackingas many territories as you like during one turn.

you roll, the more armiesyou may lose, or be required to m m into a captured territory.

 

The defender will roll either 1or 2 white dice: To roll 2 dice, he or she

 

must have at least 2 armies on the territory under a t

e Hint The more

 

dice the defender rolls, the greaterhis or her odds o f w k d a g 4 m t the

I

more armieshe or she may lose.

 

 

 

,

. C r

 

 

 

 

 

I

TOW d e a Battle. Compare the highest die ewhaf

fb11ed. If yours

,

(the attacker's) is higher, the defenderloses one

 

 

the territory

under attack. But if the!defender's die Is higher thanyams, you lose one

 

army from the territoryyou attacked h;put it Wimyonr clear pbtic

 

box If each of you rolled more than one die, now C

Y

) the~two

 

next-highest dice and repeat the process.

 

v - f*

 

 

 

 

 

 

 

 

~ t t a c h r 'Dices

Defender's Die

 

 

 

 

 

 

 

T

 

 

 

 

 

 

Raulc DefenderLoses OneArmy and

I

kmkDefender LosssOneArmy

 

Attacker Loses OneArmy'

 

 

P i +d i

 

 

 

Notes:

 

 

 

 

 

 

* In case of a tie, the defender alwayswins.

 

 

The attacker can never lose more than 2 armies on a singleroll.

Page 5
Image 5
Parker Hannifin Games manual Hmphhd-.If any oftbe 3 cards you trade in shows the picture

Games specifications

Parker Hannifin Games represents an innovative and engaging way for the company to showcase its commitment to advanced technologies and engineering excellence. Parker Hannifin, a global leader in motion and control technologies, has successfully integrated gaming experiences into its marketing and education strategies, making complex concepts accessible and fun for engineers, students, and enthusiasts alike.

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