Sea & Space Battle
(600-2674)                 Game Rules                 Faxback Doc. # 45300

Rules of The Game

You can play against the computer, or against another player with the
computer keeping score.  The computer automatically becomes your opponent
if no ships are entered for Side B.

Each play grid has 100 circles.  Each circle is identified by the letter of
its row (A-J) and the number of its column (0-9).  Thus, circle AO is the
top left circle.

Each player can enter a fleet of up to 5 ships. Each ship is 2 to 5 circles
long.  If you try to enter a 6th ship or one that is illegally positioned
(for example, one placed diagonally or larger than 5 circles), the computer
sounds a double (error) tone and rejects it.  You must reenter the ship's
position.

The traditional fleet is:

1 Space Carrier/Aircraft Carrier (5 circles)

1 Space Cruiser/Cruiser (4 circles)

2 Space Destroyers/Destroyers (3 circles)

1 Space Frigate/Frigate (2 circles)

Two sets each of space ships and battleships are provided.

You do not have to enter a full traditional fleet.  The computer lets you
enter any combination of ships, as long as you do not enter more than one
of any ship besides a Space Destroyer/Destroyer.

This adds a new dimension to the game.  By experimenting with different
combinations of ships, you can learn which set up gives you the best chance
of winning.

There are advantages and disadvantages to a different-sized fleet.  For
example, a small fleet might be harder to find and sink, but once it has
been hit, you are sunk - literally! Also bear in mind that your final score
is made up of several factors.  See "Scoring" on Faxback Doc. # 45301.

You can also use a smaller fleet as a handicap when playing against a less
experienced player.


(LB/EB 11/10/97)

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