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ZL1ABS > GAMES    27.05.10 10:28l 184 Lines 8790 Bytes #999 (0) @ WW
BID : 843717ZL1ABS
Read: GUEST
Subj: Supremacy Rules
Path: DB0FHN<DB0RGB<OE5XBL<OE2XEL<OE6XPE<DB0RES<DK0WUE<7M3TJZ<ZL2BAU<ZL1AB
Sent: 100527/0913Z @:ZL1AB.#06.NZL.OC #:44723 [AUCKLAND] FBB7.00i $:843717ZL1AB
From: ZL1ABS@ZL1AB.#06.NZL.OC
To  : GAMES@WW


An old board game my father left me.
The board is rather like monopoly, but is based on a war game principle.


SUPREMACY


Brief idea of the game:
The idea of the game is to capture, buy or sell war material, countries,
towns etc, in such a way so as to eventually dominate the play. Starting
from "GO" move the pieces around the board according to the throw of the
dice. When a player's piece lands on a square not already owned he may buy
it from "Control".
The object of owning towns, countries, aerodromes, etc. is that it enables
you to take it enables you to take tolls from your opponents whose pieces
happen to land on any square which you might own. Forts may be built on
certain squares; these increase the value of your property and enable you
to collect an even greater toll. The squares marked "Blind Flying" and
"Shot in the dark" give you a chance which must be followed up. The game
is one of shrewd manoeuvring which causes much excitement, fun, and
amusement.

Terms Used:

Pieces: Are coloured models of tanks, ships etc, used to represent the
players a around the board.
Squares: Sections of the playing board (actually oblong) representing
towns, aerodromes etc.
Countries: Series of two or three squares belonging to the same country.
Tokens: Are paper tokens representing infantry, officers, tanks,
aeroplanes etc. These tokens also represent points.
Blind Flying & Shot in the dark: Are two series of cards the instructions
on which must be followed.
"Control" is really a banker. Control holds all material etc. not owned by
players.
Title: Are cards collected by players when they own a town or other
possession.
Forts: are coloured models representing forts.
Occupier: Is a player who holds the title to a certain square.
Invader: Is a person who is taking his turn.
Equipment: The equipment for Supremacy consists of the following: Playing
board, two dices, six pieces, forts, cards for "Blind Flying" & "A shot in
the dark", Title cards.

Rules: Two to seven players may take part. The board should be placed on a
good sized table and blind flying & shot in the dark cards face down in
their places on the board. Each person is given a piece to represent him
on the travels round the board, and the following tokens: six each;
Officers, Infantry divisions, Submarines, Aeroplane & Destroyers. Three
each; Tanks, Generals and Battleship, All other equipment goes to control.
The player who is to look after "control" should be elected and if he
plays in the game he should keep "Controls" tokens etc. separate from his
own.



 Starting the game: 
All players throw the dices and the one with the highest score starts the
play. He places his piece on "GO", throws his dices and then moves his
piece the number of squares indicated on the dice. After he has completed
his play the turn passes to the player with the next highest score.
According to the next square which his token reaches, a player may be
entitled to occupy the square.  To do this he hands over to "Control"
tokens to the value of the square (the value of each square marked on it).
In exchange he receives from "Control" the title card belonging to that
square. Should any player land on an occupied square and not wish to
obtain it from "Control" the square must be auctioned and the player
making the highest bid in points takes the square and pays "Control" in
points to the value of his bid. Any player may make a bid, and bidding may
start at any figure.

Landing on Occupied square: When a player lands on an occupied square no
matter what means, the occupier collects from the invader the number of
points as indicated on the title cards.
Should a player fail to collect before the next throw the dice, he must
forfeit his claim.

Forts : Forts can only be built when a player owns two or more square
belonging to the same country (for example), if a player owns London and
the English channel, both of which are part of England, he may build forts
on London.
The price to be paid for forts is indicated on the squares. Not more than
four forts may be built on any one square. Forts can only be built on
squares which have "Forts" marked on them. All payments for forts can only
are made to "Control". Forts cannot be exchanged with other players.
Should a player wish to dispose of forts he will give them back to
Control, who will in exchange pay half the number of points which the
owner originally gave for them. Should there be no forts in Control,
player must wait until there are some available. Should two or more player
wish to buy more forts than control has available, they must be sold by
auction to the highest bidder.

Disposing of Titles to Squares: Players cannot dispose of squares on which
there are forts. They must first return the forts to "Control" and then
dispose of the titles cards to their squares. Should "Control" have no
tokens available when a player has to dispose of his forts he must return
the forts to "Control" without receiving anything in exchange. A player
wishing to dispose of his title cards may only do so by auctioning them,
or he can return them to "Control" and receive half of the value of points
which he gave for it. Once an auction is commenced the player must sell to
the highest, he cannot put a reserve on the square and withdraw it from
sale.

 Paying losses : When a player makes a loss and is instructed to pays he
may pay in kind of tokens he has available, but if the tokens he holds
cannot be made to come to the correct amount which he has on hand, no
change may be given. When a player is instructed to lose a named token and
cannot do so, he must pay other tokens, but they must be twice the value
in points compared with the tokens he was to lose.
  
Collecting from "control"; When a player is to collect points from Control
he may select any kind of tokens Control has available. When a player is
to collect a stated kind of token from Control and Control is out of
stock, he forfeits his right to collect - he cannot take other kinds to
make up the points.   
Exchanging with Control: Players may exchange tokens with Control for
others of the same value, but they cannot exchange tokens with other
players.
Time for Exchanges, Auctions: Exchanges etc. can only be carried on after
a player has completed his turn. They must not be made while any player is
having his turn. 

Throwing A Double: A Double is when a player throws the dice and the dices
and they both turn with the same number (e.g. two fours). When a player
throws a double he is entitled to another turn which is taken after he has
completed his original move. There is no limit to the number of doubles a
player a player may throw in succession.

Blind Flying & a shot in the dark: A player landing on squares marked as
above takes the top card from the pack, follows the instruction on it, and
above completing his turn returns the card to the bottom of the pack. 

Black Out: Players landing on the square "black Out" must either pay
Control 275 points or miss three turns.


Passing Square GO: Every time a player passes GO he collects 200 points
from Control". 

Forming alliances: Should a player after having disposed of his forts and
title cards, still be unable to satisfy the claims for points lost, he
pays all he has and hands his piece to control. He is now out of the game
on his own account, but control auctions his services to the other players
and he forms an alliance with the highest bidder. The players forming the
alliance both move the same piece, keeping in the same odder of turn as
they were before the alliance was formed. All tokens, titles etc.
belonging to the alliance are kept by the player originally owning the
piece being moved. When another player lands on another country occupied
by an alliance he must pay double the amount on the title card. Similarly,
the alliance should collect double any penalties from any other players. 
Control does not receive or pay double. 

Triple Alliances:  Should a third player be bought by an alliance the
combination becomes a triple alliance, and the same procedure is adopted
as for an ordinary alliance, except that the triple alliance collects
treble the penalties. Other players can be bought by the alliance, the
penalties being increased each time a player is added to the alliance  --
egg:, four players in the alliance would collect four times the penalties.
(Only from other players - not from "Control").

Special Note: Occupiers of squares, etc,. should watch out and collect
their winnings. Do not help other players by watching their interests.


Evening Post Print - 11474   







73 - Michael, ZL1ABS @ ZL1AB

Message timed: 21:09 on 2010-May-27

73 - Michael, ZL1ABS @ ZL1AB

Message timed: 21:11 on 2010-May-27


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