Klar zum Gefecht. (0)

Spielzeit: 0
Mindestalter: 0
Spieleranzahl:
2
Verlag:
Raska-Spiele
Spiel-Designer:
Unbekannt
KÜnstler:
Unbekannt
Mechaniken:
Grid Movement,
Static Capture,
Square Grid,
Enclosure
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The game is played alternately by pushing all cruisers and pushing an ironclad. The cruisers are all set in motion with each turn; They may advance up to three spaces at will, but only in a straight line. Every cruiser must be moved as long as it is not on one of the small crosses within the large red crosses. In this case, it can be set in motion again from there at the player's discretion.
The ironclads are only set in motion one at a time and can travel as far as they want in one direction, i.e. unless it encounters another ship and is forced to stop.
Ironclads or cruisers can drive over the minefields, but are lost as soon as they stop or have to stop on them.
If a cruiser sinks a mine ring when leaving one of the harbor bases, which can only happen if the chimney was vertically on the base during the move, the 9 spaces that the mine ring touches may no longer be used by both parties.
No ship is allowed to jump over another one of your own or enemy fleet. This only happens when an ironclad is drilling a cruiser into the ground; it must do so as soon as the cruiser is within one of the ironclad's four directions of travel.
A ship that is wedged in such a way that it can no longer move will be taken away by the opponent on the next move. But as long as one of the ironclads can still move, the other ironclads that may be wedged in cannot be taken away.
Germany has won
if it has occupied the three crosses within the large red crosses with three cruisers and has also occupied the base closest to the coast with a cruiser or occupied it with a mine ring;
when the three ironclads have been put out of action.
England has won
if two of its ironclads come to rest in such a way that they completely or partially cover at least four of the former cruiser locations;
if at least 5 cruisers are out of action and one ironclad is still maneuverable.
The ironclads are only set in motion one at a time and can travel as far as they want in one direction, i.e. unless it encounters another ship and is forced to stop.
Ironclads or cruisers can drive over the minefields, but are lost as soon as they stop or have to stop on them.
If a cruiser sinks a mine ring when leaving one of the harbor bases, which can only happen if the chimney was vertically on the base during the move, the 9 spaces that the mine ring touches may no longer be used by both parties.
No ship is allowed to jump over another one of your own or enemy fleet. This only happens when an ironclad is drilling a cruiser into the ground; it must do so as soon as the cruiser is within one of the ironclad's four directions of travel.
A ship that is wedged in such a way that it can no longer move will be taken away by the opponent on the next move. But as long as one of the ironclads can still move, the other ironclads that may be wedged in cannot be taken away.
Germany has won
if it has occupied the three crosses within the large red crosses with three cruisers and has also occupied the base closest to the coast with a cruiser or occupied it with a mine ring;
when the three ironclads have been put out of action.
England has won
if two of its ironclads come to rest in such a way that they completely or partially cover at least four of the former cruiser locations;
if at least 5 cruisers are out of action and one ironclad is still maneuverable.
Wir haben leider momentan keine Preis-Informationen für dieses Spiel.
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ag.gameitem.lastUpdated: 2025-04-26 15:18:24.135