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CROSSBOWS AND CATAPULTS

BATTLE SET GUIDE


THE STORY IN THE DARK AGES, ENEMY KINGDOMS BATTLED USING THE POWERFUL CROSSBOW AND THE MIGHTY CATAPULT THE BATTLEFIELD IS NOW BEING READIED FOR THE CLASH BETWEEN THE VIKINGS AND THE BARBARIANS. YOU ARE THE COMMANDER OF THE VIKINGS AND YOUR OPPONENT IS THE COMMANDER OF THE BARBARIANS. BOTH COMMANDERS HAVE GREAT ARSENALS OF WEAPONS AND BRAVE WARRIORS, BUT THE ONE WHO POSSESSES THE GREATER SKILL AND BETTER STRATEGY WILL CONQUER. WILL IT BE THE VIKINGS OR THE BARBARIANS? SET UP TO PLAY Battle set includes 2 towers, 2 courtyards, 24 blocks, 8 warriors, 10 flags, 20 battle caroms, 2 crossbows and 2 catapults. Set up the battle arena as shown in the diagram below. This requires an area about 6 feet long and 5 feet wide. This area is adjustable according to the size and skill of the commanders. IMAGE: A drawing of the Battle Arena.
FLAG

WALL COURTYARD

TOWER

BATTLEFIELD

CASTLE GROUNDS

OUT OF BOUNDS Each side has a twelve-block wall constructed in front of their tower, both having been placed on top of the Courtyard map. Flags define the boundaries of the Arena - 2 on either side of each Courtyard, with the rear flags aligned with the rear of each courtyard, and the forward flags aligned with the front of each courtyard. The spaces defined by the flags on either side of the courtyards are the "Castle Grounds"; each player's catapult and crossbow are placed on opposite sides their Castle Grounds.

The 6 foot length of the arena is measured from the back of one courtyard to the back of the other; the 5 foot width is measured between the flags on either side of the Courtyards. The space in the arena not covered by Courtyards and Castle Grounds is the Battlefield. Any area outside the arena is Out of Bounds. COURTYARD: This is the rectangular area upon which you build your fortress. In the middle lies the treasure. A moat surrounds the courtyard. TOWER: The tower is placed on top of the treasure. Inside the tower is the dungeon. Apply decals provided to the castle doors (as shown on package). WALLS: Use the blocks to build your fortress walls. FLAGS: The flags are used to identify and define the boundaries of each kingdom and the battlefield. Snap flags off the plastic runner and apply decals provided. (Red flags are Vikings and blue flags are Barbarians). CATAPULT & CROSSBOW: Both are weapons used to knock over and invade your opponent's defenses. The Catapult hurls battle caroms through the air. The Crossbow shoots battle caroms along the ground. BATTLE CAROMS: These are round disks used as ammunition for your weapons. They care transformed warriors and one is your king. Apply decals provided to center of each battle carom. (Red battle caroms are Vikings and blue battle caroms are Barbarians.) WARRIOR FIGURE: Warriors replace battle caroms who become spies. One is used to identify the "King" carom. Snap warriors off runners to play. CATAPULT ASSEMBLY: 1. Snap arm and base off runner. 2. Insert arm from bottom of base and snap into place. 3. Hook rubber band around post in front, wrap around back of catapult arm, and hook to same front post. CROSSBOW ASSEMBLY: 1. Snap shaft and base off runner. 2. Insert shaft into base as far as it will go. 3. Hook rubber band on left pin on underside of bow, wrap around top of bow and through notch in top of lever and back to right side of bow and hook to underneath pin. BEFORE THE BATTLE BEGINS This booklet contains many suggestions on how to play with your CROSSBOWS AND CATAPULTS BATTLE SET. Before each battle, commanders must decide whether to follow the suggested tactics or to create new ones. For instance, this booklet explains four different ways to win. Commanders should decide to use one of these four, all of these combined, two or three combined, or invent a completely new way to win. Use your imagination to create fun and exciting variations of play. But REMEMBER - ALL RULES MUST BE AGREED UPON BY BOTH COMMANDERS BEFORE THE BATTLE BEGINS.

THE COURTYARD The Courtyard is the area upon which your castle is built. It is surrounded by a moat next to green cliffs, and is made of cobblestones. There is a bridge that faces your opponent's castle. * If you land a battle carom on the courtyard, it is a spy. * If you land a battle carom on the bridge, you can attack from there. * Battle caroms landing on the moat are either taken prisoner or taken out of the contest (commanders decide). THE TOWER: In the middle of the courtyard is the secret treasure. The Tower is placed on top of the treasure to protect it. * Inside the tower is the dungeon where captured battle caroms are held prisoner. THE MOAT: The Moat surrounds the courtyard. * Battle caroms that land on the moat are either captured and placed inside the tower or are "killed" (taken out of play). Commanders decide. * If an opponent's battle carom lands on your castle's grounds, then it is taken prisoner. (Castle grounds are marked by four of your flags). THE WALLS: Build your castle walls anyway you like. Be sure to protect the tower because the tower sits directly on top of the secret treasure. THE FLAGS: Flags are the spirit of each army. They help to identify and define territory. There are five to each side. One flies proudly from your tower and the others are placed on either side of the Courtyard to define the castle grounds. * If you knock over your opponent's tower flag, your opponent returns the battle carom you launched and one prisoner (if he has any). The flag is immediately reset and play continues. HOW TO OPERATE CROSSBOW (see diagrams below) 1. Pull back the Crossbow shaft with one hand. Position the battle carom to touch the bow (arc) of the crossbow directly in front of the lever. 2. Hold the base of the Crossbow with one hand and release the shaft with the other hand. HOW TO OPERATE CATAPULT (see diagrams below) 1. Position the battle carom securely on the "X" on the catapult lever. 2. While holding the base of the catapult with one hand, press down the lever with your other hand. Release the lever. * The first time a battle carom is launched by either the catapult or the crossbow, it must be fired from within your castle grounds. From then on, you shoot the battle carom from where it previously landed. * Take turns shooting. * If your battle carom lands out-of-bounds, it is returned without penalty and you can shoot it on your next turn from within your castle grounds. * If the battle carom stops on your opponent's courtyard, it is called a SPY. Replace it with a warrior figure and return the carom to your arsenal for future play. * If your battle carom lands on your opponent's castle grounds, it is taken prisoner. Your opponent places you battle carom in the dungeon. Prisoners can be rescued by knocking over the enemy's tower or knocking the prisoners off the courtyard (commanders decide). * If your battle carom lands on the battle field, it remains there until your next turn when you can use either your catapult or crossbow to shoot it from that spot. * When using your crossbow or catapult if your battle carom hits one of your opponent's caroms, then you take his battle carom prisoner.

CATAPULTS: The "Ultimate Weapon" that hurls battle caroms at your opponent's walls and tower. CROSSBOWS: perfect for toppling walls from close range on the battlefield or attacking other warriors. THE BATTLE CAROMS: Each army has 9 battle caroms and 1 king. They can attack enemy walls or enemy battle caroms. * SPIES - when a battle carom lands on an opponent's courtyard inside the moat area, they are called "SPIES". * KINGS - The King is the champion warrior of his army. He can only be attacked by another King. If he is hit by a regular warrior, that warrior is captured. If he lands as a spy, then he is replaced by two of his warriors. A king on the battlefield always has a figure on top to mark him. THE WARRIOR FIGURES: Warrior figures replace battle caroms who become spies. They are also placed on top of king battle caroms to identify them. * Warrior figures can be traded for prisoners (commanders decide). * Spies can be traded for prisoners (commanders decided). WAYS TO WIN 1. Tower Toppler: knock over your enemy's tower before he topples yours. 2. Victory by Capturing Prisoners: capture all your opponent's battle caroms and victory is yours. 3. Capture the Secret Treasure: topple your enemy's tower or knock it out of the way and land a battle carom (spy) on his secret treasure. 4. Spy Assault: get four spies in your enemy's courtyard.

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