Conquest Of The World
Game documentation for Magnavox Odyssey² game “Conquest of the World”
Transcript:
“_Game variations_
_1._ Players can compete against the clock for a pre-agreed amount of time. The players farthest along on the POWER BASE RECORD at the end of the time period is the winner.
_2._ Players can play to a pre-agreed point on the POWER BASE RECORD. The first player to reach that number is the winner.
_Creating your own games_
_1._ You can create your own “what if” game scenarios and see what just might happen if war broke out between two countries and the rest of the world took sides. Use the newspapers and news magazines to gauge the reaction of different countries to different events.
A couple of interesting hypothetical situations are: What might happen if a Warsaw Pact country decided to break its relationship with the U.S.S.R.? What might happen if a mid-east war broke out and the U.S. or the U.S.S.R. chose to make a serious commitment to one of the countries involved?
_2._ You can also create your own “what might have been” game scenarios.
For instance:
What might have happened during World War II if the allies came into the war immediately after Hitler invaded Poland?
What might have happened if Hitler had invaded England right after Dunkirk?
You will doubtedly find that the board POWER BASE UNIT relationships should change under different historical and hypothetical situations. You will find that researching World War II and keeping up with the rapidly changing aspects of today’s world adds a depth to The War Game that is completely unique and filled with challenge.
_Practice Sessions._
(Two players)
Press RESET.
Press any key on the alpha-numeric keyboard except the SPACE bar.
The computer will run through a complete cycle of weapon combinations and assign random amounts of energy units to each player.
The first player to win ten battles wins the war.
p.22
----
_Index of Rules_
page
_14_ Game Objective
_14_ Order of Play
_14_ Selecting a Homeland
_15_ Alliance within Home Zone
_15_ Recording alliances
_15_ Recording 1/2 PBU Values
_16_ Zone Domination Bonus
_16_ Alliances with Unoccupied Countries
_16_ Attacking Unoccupied Countries
_17_ Defending Unoccupied Countries
_17_ Fighting a War
_17_ If Attacking Forces Win (Unoccupied Countries)
_18_ If Defending Forces Win (Unoccupied Countries)
_18_ Attacking Occupied Countries
_19_ If Attacking Forces Win (Occupied Countries)
_19_ If Defending Forces Win (Occupied Countries)
_19_ Alliances between Players
_20_ Attacking Homelands
_21_ The End Game
p.23”
Conquest Of The World
Game documentation for Magnavox Odyssey² game “Conquest of the World”
Transcript:
“_Game variations_
_1._ Players can compete against the clock for a pre-agreed amount of time. The players farthest along on the POWER BASE RECORD at the end of the time period is the winner.
_2._ Players can play to a pre-agreed point on the POWER BASE RECORD. The first player to reach that number is the winner.
_Creating your own games_
_1._ You can create your own “what if” game scenarios and see what just might happen if war broke out between two countries and the rest of the world took sides. Use the newspapers and news magazines to gauge the reaction of different countries to different events.
A couple of interesting hypothetical situations are: What might happen if a Warsaw Pact country decided to break its relationship with the U.S.S.R.? What might happen if a mid-east war broke out and the U.S. or the U.S.S.R. chose to make a serious commitment to one of the countries involved?
_2._ You can also create your own “what might have been” game scenarios.
For instance:
What might have happened during World War II if the allies came into the war immediately after Hitler invaded Poland?
What might have happened if Hitler had invaded England right after Dunkirk?
You will doubtedly find that the board POWER BASE UNIT relationships should change under different historical and hypothetical situations. You will find that researching World War II and keeping up with the rapidly changing aspects of today’s world adds a depth to The War Game that is completely unique and filled with challenge.
_Practice Sessions._
(Two players)
Press RESET.
Press any key on the alpha-numeric keyboard except the SPACE bar.
The computer will run through a complete cycle of weapon combinations and assign random amounts of energy units to each player.
The first player to win ten battles wins the war.
p.22
----
_Index of Rules_
page
_14_ Game Objective
_14_ Order of Play
_14_ Selecting a Homeland
_15_ Alliance within Home Zone
_15_ Recording alliances
_15_ Recording 1/2 PBU Values
_16_ Zone Domination Bonus
_16_ Alliances with Unoccupied Countries
_16_ Attacking Unoccupied Countries
_17_ Defending Unoccupied Countries
_17_ Fighting a War
_17_ If Attacking Forces Win (Unoccupied Countries)
_18_ If Defending Forces Win (Unoccupied Countries)
_18_ Attacking Occupied Countries
_19_ If Attacking Forces Win (Occupied Countries)
_19_ If Defending Forces Win (Occupied Countries)
_19_ Alliances between Players
_20_ Attacking Homelands
_21_ The End Game
p.23”