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RUS BY
TRADEMARK
Parker Brothers Trade-mark for its Continental Game
For 3, 4, 5 or 6 Players
COPYRIGHT O 1959 BY
(EN Fog tes
SALEM, MASSACHUSETTS
NEW YORK * CHICAGO * SAN FRANCISCO * ATLANTA
MADE IN U.S.A.
RULES OF PLAY
INTRODUCTION
You are about to play the most unusual game that has appeared
in many years. It is not difficult, but because it is so different you
will find it worthwhile to read the rules completely through before
starting play. No attempt has been made to teach strategy, as each
player will develop his own as he becomes familiar with the game.
OBJECT
The Object of the game is to occupy every territory on the board
and in so doing, eliminate all other players.
EQUIPMENT
A. Six sets of playing pieces, each set of a different color, con-
sisting of a box of cubes and several oblong pieces in a separate box.
. Each cube represents one army and the oblong pieces are equivalent
to ten armies.
(1)
B. A playing board showing a map of the six continents, each
of which is subdivided into a number of territories.
C. A deck of 44 cards plus one Trade-mark card which is not
used in the play of the game.
D. Six dice, 3 of which are white and 3 of which are colored.
PREPARATION
The board is placed on a card table or some other flat surface.
Each player selects a box of playing pieces of the color which he
chooses, and all of the oblong pieces of that same color, to represent
his armies during the game. One player is selected to act as the dealer.
THE CARDS
Two of the cards in the pack are printed with three figures: a
footsoldier, a horseman, and a cannon. These two cards are jokers.
Each of the other forty-two cards bears only one of the three figures
along with a territory which approximates the shape of one of the
territories on the board. There is one, and only one, card for each
territory.
THE BOARD
Before starting the actual play of the game, players should study
the board which represents a map of the world. The sizes and boun-
daries of the territories are not accurate, but have been set to facili-
tate the play of the game. As an example, the territory marked
Peru includes, in addition, the country of Bolivia. In a like manner
Alberta includes the provinces of British Columbia and Saskatchewan.
It should be noted also that Greenland, Baffinland and a section of
the Canadian mainland make up the territory marked Greenland.
of Borneo and surrounding Islands.
There are Six continents which are composed of several terri-
tories of the same basic color. These continents are:
(2)
Proof Taken February 26, 1959
A. North America, consisting of the following 9 territories: Alaska;
Northwest Territory, Greenland, Alberta, Ontario, Quebec, Western
United States, Eastern United States and Central America. The:
basic color is Y ellow-Brown.
B. South America, consisting of the following 4 territories: Vene-
zuela, Peru, Brazil and Argentina. The basic color is Turquoise.
C. Europe, consisting of the following 7 territories: Iceland, Great
Britain, Scandinavia, Northern Europe, Western Europe, Southern
Europe and Ukraine. The basic color is Blue.
D. Africa, consisting of the following 6 territories: North Africa,
Egypt, East Africa, Congo, South Africa and Madagascar. The basic
color is Pink. |
E. Asia, consisting of the tollowing 12 territories: Ural, Siberia;
Yakutsk, Kamchatka, Trkutsk, Afghanistan, China, Mongolia, Japan,
Middle East, India and Siam. The basic color is Green.
E. Australia, consisting of the following 4 territories: Indonesia,
New Guinea, Western Australia and Eastern Australia. The basic
color is Purple.
THE SET UP
The dealer removes the Trade-mark Card and the two jokers from
the deck of cards. He shuffles the remaining cards thoroughly, and
deals them one at a time to each player, starting with the player to
his left. All cards must be dealt. When four or five play, some players
will have one more card than others, but this will not affect the play
of the game.
When all the cards have been dealt, each player turns his cards
face up in front of him and places one army on each territory on the
board for which he has the corresponding card. All players do this
simultaneously. When each player has placed his armies, there should
be one army, and only one, on each territory. Players now return
all cards to the dealer who puts the two jokers back 1n the deck.
The dealer shuffles the deck again and places it face down alongside
the board.
(3)
THE PLAY
(a). ACCUMULATION OF ARMIES:
ON EACH OF HIS TURNS THROUGHOUT THE GAME
A PLAYER IS ENTITLED TO ADD TO HIS ARMIES ON THE
BOARD. THE NUMBER OF ADDITIONAL ARMIES TO
WHICH HE IS ENTITLED IS EQUAL TO A TOTAL ARRIVED
AT BY METHODS DESCRIBED BELOW. THESE ARMIES
ARE USED TO CONSOLIDATE AND EXPAND HIS HOLD-
INGS ON THE BOARD.
The player to the left of the dealer has the first turn. He counts
the number of territories which he occupies with his armies. He is
entitled to use one additional army from his box for each three terri-
tories which he occupies. Fractions do not count. Thus if a player
occupies fourteen territories at the start of his turn he is entitled to
only four armies, and must occupy fifteen territories to be entitled to
five armies. On each turn a player is entitled to a minimum of three
armies even when he occupies fewer than nine territories.
If at the start of his turn a player occupies all of the territories
of a continent, he is entitled to extra armies in accordance with the
following table: North America, 5 armies; South America, 2 armies;
Europe, 5 armies; Africa, 3 armies; Asia, 7 armies; Australia, 2 armies.
He gets these bonuses every time that he is in complete possession of
one or more continents at the start of his turn. For quick reference
during the play of the game, the circles around the sides of the board,
printed in the basic colors of the continents, indicate the number of
armies to which a player is entitled for complete possession of each
continent. If a player is in complete possession of more than one
continent he is, of course, entitled to the extra armies indicated for
each of them.
There is a third way to get additional armies through the use
of the cards, but since it does not come into play until later in the
game, it will be explained in paragraph (h). under play of cards.
At the start of every turn a player first determines how many
additional armies he is entitled to according to the above rules.
(b). PLACING OF ARMIES:
Once a player has determined the total number of armies to
(4)
Proof Taken February 26, 1959
which he is entitled, he must place them on the board on one or more
of the territories which he already occupies. He may elect to place
all of his extra armies on one single territory, or he may divide them
among several territories in any way which he thinks best. Since the
object of the game is to capture territories occupied by opponents,
since only adjacent territories can be attacked, and since armies once
placed cannot readily be moved, it is usually best to build up terri-
tories that are adjacent to an opponent, and that are on continents
where several territories are already controlled.
(с). HOW TO ATTACK:
THE PURPOSE OF AN ATTACK IS TO ELIMINATE
OPPONENTS’ ARMIES . FROM ADJACENT TERRITORIES
AND TO OCCUPY THESE TERRITORIES WITH ONE'S OWN
ARMIES. A player is never forced to attack, and after collecting
and placing the extra armies to which he is entitled, may end his
turn. The actual attack against an opponent’s territory is made by
throwing dice and comparing them with dice thrown by the player
whose territory is being attacked. The attacker must state from
what territory he is attacking and against what adjoining territory
he is making his attack. An attacker must have at least one more
army than the number of dice which he throws. If he has two armies
on the territory, he may throw only one die. If he has three armies,
he may throw one or two dice. If he has four or more armies, he may
throw one, two or three dice. Under no circumstances may he throw
more than three dice. |
At the same time that the attacking player rolls his dice, the
defending player, that is the player whose territory is being attacked,
also rolls. If the defender has two or more armies in the territory he
is defending, he may roll either one or two dice. If he has only one
army he may roll only a single die. Although a total of only five
dice may be used on any one roll, six dice are provided in the game
for convenience. Normally the attacker will roll more dice than the
defender, but in some cases the defender may roll two dice against
one die of the attacker.
Once the dice have been rolled, the attacker first compares his
highest die with the highest die rolled by the defender. If the
attacker's die is higher, the defender removes from the board one
(5)
of the armies which is on the territory under attack and returns it
to his box. If the defender's die is equal to, or higher than that of the
attacker, the attacker must remove one of his armies from the terri-
tory from which he is attacking. The defender always wins the ties.
When the attacker rolls two or three dice, and the defender rolls two
dice, the attacker also compares his second highest die with the lower
die of the defender. If it is higher, the defender must remove an army;
and if equal or lower, the attacker must remove an army. When the
attacker or the defender rolls only one die, the extra dice are not con-
sidered and only one army can be lost. When the attacker rolls three
dice, against one die by the defender, only his highest die is con-
sidered and only one army can be lost. At no time may a player lose
more armies than the number of dice which he rolls.
Listed below are some examples:
Attacker Rolls Defender Rolls Attacker Loses Defender Loses
5, 4, 3 6, 3 1 агту 1 army
4, 1, 1 4, 1 2 0
6, 6, 1 5, 1 0 2
3, 3, 1 4 1 0
4, 2, 1 3 0 1
6 5, 4 0 1
4, 3 3, 2 0 2
4 6, 1 1 0
3, 2 3, 3 2 0
6, 1 5, 2 1 1
5, 4 4 0 1
5 2 5 1 0
HIGHEST DIE OF ATTACKER IS ALWAYS MATCHED
AGAINST HIGHEST DIE OF DEFENDER. WHEN THE
ATTACKER AND THE DEFENDER BOTH THROW MORE
THAN ONE DIE THE SECOND HIGHEST DIE OF ATTACKER
IS ALWAYS MATCHED AGAINST SECOND HIGHEST DIE
OF DEFENDER. TIES ALWAYS GO TO THE DEFENDER.
(6)
Proof Taken February 26, 1959
(d). WHERE TO ATTACK:
A player may attack any opponent who occupies a territory
that is adjacent to one of his own. For example, a player occupying
Venezuela may attack an opponent in Central America, in Peru or
in Brazil. In addition a player may attack across water wherever two
territories are connected by parallel lines. As an example, a player
occupying North Africa, in addition to attacking Congo, West Africa,
or Egypt may also attack Brazil, Western Europe, or Southern Europe.
It is particularly important to note that a player may attack Alaska
from Kamchatka or may attack Kamchatka from Alaska. Greenland
may be attacked from Iceland, Quebec, Ontario or Northwest Terri-
tory.
(e). OPTION OF ATTACKER:
A player may continue to attack any adjacent territory so long
as he has at least two armies on the territory from which he makes
his attack. During a turn, a player may attack on each throw with
a different number of armies, a different adjacent territory, or from
a different territory into any opponent’s territory that is adjacent ta
it. Before each throw, however, the player must state the number
of dice he is using, the territory from which he is attacking and the
opponent’s territory which he is attacking. The defender then indi-.
cates the number of dice he will roll. The attacker has complete flexi-
bility. He may attack one or more times from one territory then shift
his attack to another area, and still return to attack again into the
original territory, if he wishes. He may continue to attack even when
he loses on. any roll or rolls of the dice. He may also discontinue his
attacks, end his turn, and pass the turn to the player on his left
whenever he feels it is to his advantage to do so.
{f). CAPTURING TERRITORIES:
When an attacker has caused the last army of an opponent to be
removed from a territory, he captures that territory. He must move
into that territory immediately at least as many armies as the number
of dice he rolled on his last throw. These armies must be moved from
the territory from which the last attack was made. He may move
additional armies from this same territory into the captured territory
(7)
provided that he always leaves at least one army behind. No territory
may ever be left unoccupied at any time during the game.
(g). THE FREE MOVE
When a player does not wish to make, or cannot make any further
attacks, his turn ends and he is entitled to a Free move. On this
move, he may, if he wishes, move one or more of his armies from
just one territory which he occupies to any one adjacent territory
which he also occupies. For example, if a player has eight armies
in Argenting, and also has one or more armies in Peru, and in Brazil,
he may move any number of these armies up to seven from Argentina
into one of these adjacent territories. He may not divide these armies
by putting some into Peru and some into Brazil. Because no terri-
tory may be left unoccupied, he must always leave at least one army
behind in the territory from which he moves. The purpose of the
Free Move is to permit a player to move armies from a territory
where they may be useless into a territory where they can be used.
Except when attacking, this is the only time that players may move
armies from one territory into another.
(h). PLAY OF CARDS:
If a player has captured one or more territories on his turn, he is
entitled to take the top card from the deck that has already been
placed face down on the table. He puts this card in front of him and
does not disclose it to his opponents. He can never take more than
one card on a turn, regardless of how many territories he has cap-
tured. The capture may be made at any time during the turn and
does not have to be made on the last throw of the dice. HE GETS
NO CARD IF HE HAS NOT CAPTURED A TERRITORY ON
THAT TURN.
These cards are extremely valuable because, after a proper com-
bination has been collected, they may be used at the start of a future
turn to acquire additional armies. For this purpose the territories
on the cards are ignored, and players concern themselves only with
the black figures (foot soldier, horseman, and cannon). Before a
player can use his cards he must have at least three cards and these
cards must consist of one of the following five combinations;
(8)
Proof Taken February 26, 1959
three Horsemen
three Cannons
three Foot Soldiers
one of each kind
5. any two cards and a joker
(Since a joker bears all three symbols, it will always make one
of the other combinations when used with any two other cards.)
pon
A player is not required to turn in his cards for armies on the
first turn after getting one of these combinations. He may hold them
“in the hope of acquiring a larger number of armies on a subsequent
turn. A player however, may never hold more than five cards, and
must turn in a set of three cards at the start of any turn on which he
holds five cards. It is not possible to have five cards without being
able to make one of the combinations described above.
The first set of cards turned in is worth 4 extra armies. These
armies are in addition to any others to which that player is entitled.
The second set of cards, regardless of which player turns them in is
worth 6 extra armies.
Additional sets are worth extra armies in accordance with the
table listed below:
Third set 8 armies
4th set 10 armies
5th set 12 armies
6th set 15 armies
7th set 20 armies
8th set 95 armies
Each additional set turned in increases the number of armies by
five. Thus, the 12th set turned in is worth 45 armies. It should be
particularly noted that the value of the sets of cards goes UP each
time a set is played regardless of which player plays them. For ex-
ample, if a player, who himself has been unable to play a set of cards,
turns In a combination after three sets have been turned in by other
players, he is entitled to 10 armies. It is the total number of sets of
cards which have been played regardless of who plays them that
determines the number of armies a player gets. It is advisable to
make one player responsible for keeping a record on paper of the
number of sets of cards turned in. Cards which are turned in are
(9)
>
placed face up along side the draw pile to form a discard pile. If the
draw pile is used up the cards in the discard pile are reshuffled and
placed face down to form a new draw pile.
Because one oblong piece is equivalent to 10 armies, it may be
exchanged for 10 cubes (or vice versa) at any time during the game.
These exchanges will be a convenience as larger numbers of armies
come into play in the later stages of the game.
- (i). ELIMINATION OF OPPONENTS:
One of the important plays of this game is the elimination of
an opponent. A player who, on his turn, is able to take from the:
board the last remaining piece of an opponent, receives at once all
cards which that opponent has in his possession. He may combine-
them with the cards which he holds and if he can make a set, he-
may turn it in immediately on that same turn to collect additional
armies. If, as occasionally happens, he can make two or three sets;
he may also turn them in, receiving the regular increase for each set.
This situation can arise only when the total of thé cards which a
player holds, when added to thé cards of a. player who he has elim-
inated, equals six or more. He must turn in enough sets to reduce
‘the number of cards which he continues to hold to four or less. These
new armies must be placed on the board in the usual manner. The
player may then continue to play if he wishes, or he may pass the
dice to the next player.
SUMMARY OF PLAY
To facilitate play the following is a brief summary of what each
player does on every turn throughout the game. The steps should be
followed in order.
1. He determines how ‘many armies he is entitled to by (a)
_ counting up the territories -(not armies) he occupies and dividing by
3; (b) checking to see if he is entitled to extra armies because he
completely occupies any continent or continents; (c¢) checking his
cards to see if he has a combination which he wishes to turn in for
additional armies.
2. He places these armies on the board on territories which he
(10)
Proof Taken February 26, 1959
that a player may place armies during his turn except when he
eliminates an opponent. |
3. He makes any attacks he wishes. He may attack as many
times as he wishes on a turn provided he has at least two armies on
one of his own territories, which is adjacent to an opponent’s territory.
4. He ends his attack when he wishes or when he is forced to
as a result of running out of armies. -
5. He makes his free move if he can and wishes to.
6. He takes one card if he has captured one or more territories
on his turn.
7. He ends his turn by passing the dice to the next player.
SUGGESTION
Players should not spread themselves too thinly by exhausting all
their extra armies by making too many attacks. The player who
builds up his armies and moves forward from one area-slowly is apt
to do better than the player who spreads his armies thinly and
attempts to attack from many areas. It is better to concentrate on
one area, advance slowly, -and forget about those armies which are
far from your main lines. Remember that this is a game of defense
as well as offense and be prepared to protect the areas which you
occupy.
WINNING THE GAME
The player who occupies every territory on the board by elini-
inating his last opponent wins the game.
Questions on this game will be answered gladly
if proper postage is enclosed.
(11)
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