1.0 INTRODUCTION

Based on the empire building of the late 1800′s, COLONIAL CONQUEST is a grand strategy game for 1-6 players. Using diplomacy, espionage, armies, and fleets, up to 6 Major countries vie for control of more than 130 Minor countries and each other.

 

1.1 COLONIAL CONQUEST features diplomacy, loans between countries, espionage of Major and Minor countries, subversion of Minor countries, the building of army and navy forces, and combat. Each army may contain many regiments of 1,000 men each, and the fleets many individual warships. At the start of each new STANDARD game, the army strength and the revenue of each Minor country are randomly set. In the 1880 and 1914 scenarios, the army strength and the revenue are preset. Each game is different, and the strategies are endless.

 

1.2 InCOLONIAL CONQUEST, the player is awarded victory points for winning battles and acquiring control of regions. The player who first attains a preset number of points is declared the winner.

 

1.3 THE LANGUAGE OF COLONIAL CONQUEST

The novice at wargaming may find it helpful to keep in mind that ordinary words often take on special meanings in a game. Be aware of the particular use in this rulebook of the following terms: friendly, unfriendly, movement, battle, and war.

 

1.3.1 Only those Major and Minor countries under your control are considered friendly. All other countries, whether neutral or controlled by an enemy, are considered unfriendly.

 

1.3.2 All movements against unfriendly countries automatically become battles in the Combat Phase.

 

1.3.3 When we write of a computer controlled Major country considering itself at war with you, we mean it attacks your regionswhenever and wherever it can. The computer will begin a war with you because you have attacked it or an region which it controls or for some unknown reason.

You may end a war by lending money to the computer controlled Major country, but another war may begin, again as a result of either an action of yours or a decision of the computer.

 

2.0 THE SCENARIOS

 

2.1 THREE OPTIONS

2.1.1 The Standard Scenario

The six Major countries control only their own home regions as the game begins.

 

2.1.2 The 1880 Scenario

A historical scenario in which, as the game begins, the six Major countries control the additional regions actually controlled by those countries in 1880. See the Scenario Data Card.

 

2.1.3 The 1914 Scenario

A historical scenario in which, as the game begins, the six Major countries control the additional regions actually controlled by those countries in 1914. See the Scenario Data Card for the identity of the controlled regions. In addition, if the computer controls Russia, France, or Britain, the country is at war with Germany. Conversely, if Germany is controlled by the computer, it is at war with Russia, France, and Britain.

 

4.0 THE PLAYERS

 

4.1 Each of the six Major countries is controlled by a human player, or by the computer, or is neutral. The human player is referred to as an Active Player. The role of a neutral Major country is the same as that of a neutral Minor country. It is considered unfriendly and can be defeated and controlled.

 

4.2 Hotseat: while you, an Active Player, sit at the computer to enter your moves, all other human players sit elsewhere conducting diplomacy. To facilitate play, they should have copies of the World map. When you have completed your moves, the next player in sequence takes his place at the computer until all moves have been entered. If some of the countries are controlled by the computer, the computer moves occur at the appropriate time in the sequence. After all players have made their moves, combat occurs. The results can be reviewed by all players.

 

4.3 Since a computer controlled Major country cannot indulge in diplomacy, there should be 3-6 human players for the most effective use of this feature of the game. While one of the Active players enters his moves, the other players may make treaties, lie, backstab, threaten, and exchange information in any way they wish. The only limitation on their behavior is that they may not spy on the player who is entering his moves.

 

4.4 The player sequence is determined by the control of the Major countries. The countries move in the following order: I. Britain 4. USA2. Germany 5. Japan3. France6. Russia

 

5.0 GETTING STARTED

 

5.1 GAME SETUP

The setup menu appears after the title screen.

 

5.1.1 Game Type

NEW GAME allows you to set the three remaining items. LOADGAME skips the remaining items and allows you to load a game saved previously. (Note that the settings in a previously saved game cannot be changed; the game continues as originally setup and played.) See section 5.4 regarding information on saving a game.

 

5.1.2 Scenarios

The scenario (STANDARD, 1880, or 1914) determines what regions are controlled by the Major countries at the beginning of play. See Appendix for more information about the scenarios.

 

5.1.3 Player Settings

Each Major country may be set as follows:

A – Active: The country is controlled by a human player.

N – Neutral: The country acts like a Minor country in that it is unable to build armies or attack another country. However, unlike Minor countries, a neutral Major country cannot be subverted and will not use money loaned to it to build armies.

C – Computer: The country is controlled by the computer. The level of play must be chosen for each computer controlled country.

 

5.1.4 Winning Score

This allows you to set a score that ends the game. When one of the players reaches the winning total, the computer displays the winner’s name and the winning score.

 

5.2 SAVING THE GAME

The save option can be accessed via the Option button in the main interface.

The menu appears again, this time below the list of files.

 

 

7.0 THE COMPUTER PLAYER

 

7.1 Insetting up the game, you assign a level of play to each computer player. The higher the level, the more armies, navies, and money the computer player has. Don’t be surprised if you spy on a computer player set to 7 or higher and find that the computer country has 1,000 regiments or more. Also, set to the higher levels, the computer country attacks more regions in each turn and leaves behind larger garrisons in the captured regions.

 

7.2 If you attack a computer-controlled country with an army, a naval assault or a naval sortie, the country considers itself at war with you, attacking you whenever and wherever it can.

 

7.3 If you have scored a large number of points, the computer sees you as a threat and may decide on war.

 

7.4 If you and the computer controlled country both attack the same neutral country in the same turn, war can occur accidentally. If the computer attacks first and conquers a country and then you attack that same country, you inadvertently have attacked a computer controlled country; war results.

 

7.6 You may attempt to end a war with a computer player during the Economic Aid Phase. Follow the same instructions as those used for a normal loan to a Major country. The higher the loan, the better your chances are of success in ending the war.

 

CAUTION: If the computer controlled country precedes your country in the sequence of play, the computer may have given orders to attack you before you made the loan. Those orders cannot be called back. In this case, the war will end after the combat phase and before the next season’s play. If the computer controlled country follows you in the turn sequence, the loan will have ended the war. However, the computer may re-declare war on you during this Combat Phase if you have attacked an region owned by the computer controlled country or for its own reasons, just as it may at any time during the game.

 

7.7 The computer player may discontinue a war at any time.

 

7.8 The countries controlled by the computer generally maintain an uneasy peace for the first 3 to 7 years. This avoids wars between the computer players and allows them to focus on the neutral Minor countries. In the 1914 scenario, however, Germanyis at war with France, Britain, and Russia from start.

 

Laisser un commentaire