Conquest Of The World
Game documentation for Magnavox Odyssey² game “Conquest of the World”
Transcript:
“T. West Germany is bordered by enemy player on each side and can now be attacked.
_19. Attacking an enemy Homeland._
_A._ The countries bordering each side of the enemy HOMELAND must first be conquered before the HOMELAND itself can be attacked.
(See illustration T.)
_B._ Once these countries are occupied, the required PBU chips to attack the HOMELAND must be paid into the WARCHEST. (Full PBU board value x 1000.)
_C._ If a player’s HOMELAND is conquered, that player is out of the game. The victor receives the HOMELAND as well as all of the defeated player’s conquered territories and remaining PBU chips. The victor advances his or her POWER BASE RECORD marker the total value of all of the conquered countries including the HOMELAND. The losing player’s allied countries are returned to unoccupied status and are fair game for the rest of the players.
_D._ If a player in a player alliance has conquered an enemy HOMELAND, the booty is divided _equally_ between all players in the alliance.
_20. After every country has been occupied:_
_A._ Each player has one more chance to attack under the rules covering ATTACK OF AN OCCUPIED COUNTRY.
_B._ A player may choose not to attack on his or her turn during the final round but does not get a second chance once the attack option is passed to the next player to the left.
_C._ After the last round, any remaining PBU chips are transferred to the POWER BASE RECORD at the bottom of the screen. _Every 1000 PBU’s in chips_ advances a player’s marker one space on the POWER BASE RECORD. Every _500 PBU’s_ in chips advances a player’s marker 1/2 space on the POWER BASE RECORD. PBU chips are rounded off to the nearest 500.
p.20
U. At the End Game, player has accumulated a POWER BASE RECORD of 55 (5500 energy units are transferred to the screen).
V. Attacking player converts PBU total to energy units (55 x 100).
----
_21. The End Game._
_A._ No new alliances may be formed during the END GAME.
_B._ The player with the lowest POWER BASE RECORD score at the bottom of the game board challenges the player in the next highest position. If two players are tied for last position, they will play off against each other. Allies do not fight each other. A player uses his or her accumulated POWER BASE RECORD total to attack.
_C._ The low player enters his or her total POWER BASE RECORD x _100_ to the screen
(See illustration U.)
Enter a choice of TANK, SUB, or PLANE. The next highest player then enters his or her total POWER BASE RECORD and choice of weapon. The attacking player presses ENTER.
_D._ The winner of that combat advances the POWER BASE RECORD marker ONE POSITION. The losing player retreats his or her POWER BASE RECORD marker one position.
_E._ The attack and defense alternates between the combatants after each battle.
_F._ A weapon lost in one battle cannot be used by the losing player in the _next_ battle.
_G._ Combat continues until one of the players runs out of onscreen energy units. The other player transfers any leftover screen units to the POWER BASE RECORD. The POWER BASE RECORD marker is advanced one space for each _1000_ screen units remaining and 1/2 space for each _500_ units remaining. Screen units are rounded off to the nearest 500.
_H._ The player with the greatest POWER BASE RECORD at the end of the first confrontation challenges the next highest player on the POWER BASE RECORD GRID. This process continues until all players have competed.
_22._ The country with the strongest POWER BASE RECORD at the conclusion of the END GAME is the winner.
p.21”
Conquest Of The World
Game documentation for Magnavox Odyssey² game “Conquest of the World”
Transcript:
“T. West Germany is bordered by enemy player on each side and can now be attacked.
_19. Attacking an enemy Homeland._
_A._ The countries bordering each side of the enemy HOMELAND must first be conquered before the HOMELAND itself can be attacked.
(See illustration T.)
_B._ Once these countries are occupied, the required PBU chips to attack the HOMELAND must be paid into the WARCHEST. (Full PBU board value x 1000.)
_C._ If a player’s HOMELAND is conquered, that player is out of the game. The victor receives the HOMELAND as well as all of the defeated player’s conquered territories and remaining PBU chips. The victor advances his or her POWER BASE RECORD marker the total value of all of the conquered countries including the HOMELAND. The losing player’s allied countries are returned to unoccupied status and are fair game for the rest of the players.
_D._ If a player in a player alliance has conquered an enemy HOMELAND, the booty is divided _equally_ between all players in the alliance.
_20. After every country has been occupied:_
_A._ Each player has one more chance to attack under the rules covering ATTACK OF AN OCCUPIED COUNTRY.
_B._ A player may choose not to attack on his or her turn during the final round but does not get a second chance once the attack option is passed to the next player to the left.
_C._ After the last round, any remaining PBU chips are transferred to the POWER BASE RECORD at the bottom of the screen. _Every 1000 PBU’s in chips_ advances a player’s marker one space on the POWER BASE RECORD. Every _500 PBU’s_ in chips advances a player’s marker 1/2 space on the POWER BASE RECORD. PBU chips are rounded off to the nearest 500.
p.20
U. At the End Game, player has accumulated a POWER BASE RECORD of 55 (5500 energy units are transferred to the screen).
V. Attacking player converts PBU total to energy units (55 x 100).
----
_21. The End Game._
_A._ No new alliances may be formed during the END GAME.
_B._ The player with the lowest POWER BASE RECORD score at the bottom of the game board challenges the player in the next highest position. If two players are tied for last position, they will play off against each other. Allies do not fight each other. A player uses his or her accumulated POWER BASE RECORD total to attack.
_C._ The low player enters his or her total POWER BASE RECORD x _100_ to the screen
(See illustration U.)
Enter a choice of TANK, SUB, or PLANE. The next highest player then enters his or her total POWER BASE RECORD and choice of weapon. The attacking player presses ENTER.
_D._ The winner of that combat advances the POWER BASE RECORD marker ONE POSITION. The losing player retreats his or her POWER BASE RECORD marker one position.
_E._ The attack and defense alternates between the combatants after each battle.
_F._ A weapon lost in one battle cannot be used by the losing player in the _next_ battle.
_G._ Combat continues until one of the players runs out of onscreen energy units. The other player transfers any leftover screen units to the POWER BASE RECORD. The POWER BASE RECORD marker is advanced one space for each _1000_ screen units remaining and 1/2 space for each _500_ units remaining. Screen units are rounded off to the nearest 500.
_H._ The player with the greatest POWER BASE RECORD at the end of the first confrontation challenges the next highest player on the POWER BASE RECORD GRID. This process continues until all players have competed.
_22._ The country with the strongest POWER BASE RECORD at the conclusion of the END GAME is the winner.
p.21”