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Kriegspiel Junior

  • Description

    The gameboard shows a battlefield containing Berlin and Vienna at one end and Paris and Brussels at the other (which appear to be represented by 3 gold circles). Additional the map has fortresses (gold point walled in) and is dominated by a river running down the middle.

    The game mechanics are an unknown at this point but its a point to point movement system.

    Thanks for posting the Boards! I had the rules (but no board). Since the game is from 1915, all copyrights should be expired. Here are the rules for the game.

    Parker Brothers’ War Game (Kriegspeil Junior)
    Copyright 1915 Parker Brothers

    While Chance is an element in playing this game, thoughtful and skillful playing has a large bearing upon the result.

    RULES FOR TWO PLAYERS

    Each Player takes ten pices of the same color.
    The eight small pieces are “Infantry”. The two large pieces are “Cavalry”.
    One player places his ten pieces around Paris, his opponent placing his ten pieces around Berlin.
    The Three Golden Spots, forming a tri-angle in each city, are the GOAL of the opposing army.

    MOBILIZATION: Before beginning to play, each player mobilizes his army by posting his ten pieces upon any of the spots near his city, provided the spot is not more than eight spaces away from the GOAL he defends. No two pieces before beginning the game, are allowed to be placed on immediately adjacent spots, although they may be brought together as frequently as desired later, when the throws of the dice allow it.

    THE OBJECT of each player is to get any two of his pieces upon any two of the three gold spots in his opponents’ city. This will capture the city. To do this he advances a certain portion of his troops upon his throws, leaving other pieces to defend his own city against the attacks of the enemy. The object of the French General is to capture Berlin, and of the German General to capture Paris.

    The first player succeeding in capturing his opponent’s city WINS THE GAME.

    MOVES: Players in turn

    A player always throws three dice, for his turn, and moves three of his “Infantry” pieces, one for each die, or moves a “Cavalry” piece the sum of three dice, or as mentioned on the next page.

    Page 2

    Thus, if a player throws 1,3, and 6 he may move any piece whether “Cavalry” or “Infantry” on one spot, another piece three spots and a third piece six spots.

    A “Cavalry” piece, however, possesses a great advantage over the “Infantry” inasmuch as a “Cavalry” piece may be moved the number indicated by either one, two, or all three of the dice, whereas an “Infantry” piece can only be moved the space indicated on a single die. Thus, if a player throws 1, 3, and 6, any “Infantry” piece may be moved one spot, three spots, or six spots, but a “Cavalry” piece may be moved the sum of all three of these dice, -- that is, ten spots, or one spot, or three spots, or four spots, or six spots, or seven spots, or nine spots. Any dice not used in the moving of a “Cavalry” piece or pieces is applied to moving some other piece, whether “Infantry” or “Cavalry”.

    Wherever the word “piece” is used it applies euqually well to either “Cavalry” or “Infantry”. Pieces can move in any direction, backwards, sideways, or forward over any road, providing they do not retrace in one and the same move. That is, if a die reads 5, a piece to be moved five spots cannot move three spots in one direction and retrace two already passed.

    In case of a “Cavalry” piece, however, a player having a doublet (say double 3) could move a piece out three and then come back with the other three to the original spot, or with a “Cavalry” piece throwing say 1, 5, and 6, could move out six spots and back to its original spot.

    This movement is sometimes valuable in making a sudden raid in order to capture an enemy’s unprotected piece and get back to a protected place. A piece small or large captures an opposing piece, whether Cavalry or Infantry when the throw of the dice allows it to land upon the same spot.

    Captured Pieces are at once taken from th board and are not replaced on the board during the game.

    No piece can be passed on the same track by another piece, whether friend or foe, and only one piece can occupy one spot at a time.

    In the above illustration Black’s two pieces at the left “support” each other and are safe from capture as long as they remain together on adjacent spots. The black “Infantry” on the gold spot at Fort Strassburg is safe (and so is the white “Infantry” at Cologne)

    Black Infantry at the right of Strassburg is in danger, for it is only four spots away from White Infantry and can be captured if White throws a 4 die (or, if White should throw say 2, 3, 5 he could move the nearest of the two White pieces out of the way towards Strassburg Fort by using the 2 or the 3 die, leaving the road clear for the use of the 5 die so as to capture Black Infantry with the other White piece).

    If Black should throw say 1, 2, and 6 White “Cavalry” may be captured by Black “Cavalry” piece, as it will be seen the sum of these numbers (9) will bring it to the exact spot. A throw aggregating 13 would accomplish the same result, Black Cavalry taking the longer route and capturing White Cavalry from the rear.

    White Cavalry is also in danger from Black Infantry at Fort Strassburg, which will sieze it if Black throws a 6 die.

    The direct roads past Strassburg are blocked against the White pieces except the road held by the White Cavalry.

    Page 3

    FORTS: A piece upon the gold spot of a fort (of which six are shown upon the board), as represented at Cologne and Strassburg, cannot be captured and as no piece can pass it while it remains there, it effectually blocks the way as well as remaining safe in its position.

    Two pieces are safe from capture when they are together, --- that is, upon immediate adjacent spots. One piece “supports” the other and neither can be captured.

    EXCEPTION: Any piece on one of the gold spaces in its own city, whether “supported” or not, can be captured by an invading opponent’s piece. This rule, is, of course, to prevent blocking.

    In every other instance, however, two friendly pieces together (that is, on immediately adjoining spots) are absolutely free from capture.

    An opponent’s piece “unsupported” can be captured even if it is in your Capitol.

    When two persons are playing, Brussels and Vienna are treated just as any other part of the field. Two players, however can play the four handed game if each desires to control two armies.

    When a player throws doublets or triplets, he has another turn, --- that is, he can throw again and move.

    If he should again throw doublets or triplets, he may still have another throw and so on as long as he continues to throw doublets or triplets.

    A doublet is a throw of two dice of the same denomination at the same time. Thus, 2-2-5 means a doublet of 2s and the player throwing them could move a Cavalry piece nine spots in any direction and then enjoy another throw and move.

    Doublets are advantageous in moving “supported” pieces, as it may move them and at the same time leaves them “supported”.

    For convenience, call out your throw as you make it, naming the small numbers first, thus --- 2-3-6 or 1-3-5.)

    When the game begins a player should advance his pieces according to the throw of the dice in such a manner as he thinks will most quickly capture his opponent’s city and yet defend his own city from invasion.

    It will be seen that Cavalry are useful in making rapid raids, but as each army is only provided with two brigades, (i.e. two pieces of Cavalry) it is not wise to subject Cavalry to dangerous hazard, especially if player’s Cavalry is reduced by capture to one piece.

    A player is obliged to play if possible, but if he should have only two pieces left on the board (both Infantry) he loses the play of one of the dice. If he should only have two pieces left on the board, which he can move, one being Infantry and one Cavalry, he must regardless of hazard move the Cavalry the sum of two of the dice and the Infantry piece the amount of the remaining die.

    If he should have a piece on the gold spots in an opponents’ city and cannot play any other piece instead, he must move out of the stronghold.

    The first player getting two pieces, either Cavalry or Infantry or one piece of each, on any two of the three gold spots in the enemy’s Capitol WINS THE GAME.

    RULES FOR FOUR PLAYERS

    (Read rules for Two Players first)

    When four players take part, the game is extremely interesting and exciting.

    Two players sitting at the same end of the board should be partners or allies.

    One player arranges his ten pieces within eight spots of the gold tri-angle at Paris, --- his partner within eight spots of the gold tri-angle at Brussels. Their opponents place their men respectively within eight spots of Berlin and eight spots of Vienna tri-angles.

    Page 4

    The object of the partners is to succeed in getting any three of their pieces upon the gold tri-angle in either one of the opposing Capitols, or they will WIN if they get two of their pieces in each of the two Capitols of the enemy.

    The three pieces used in capturing a city may be those of either partner or of the combined forces of both partners. That is, allied forces are regarded exactly as if they belonged to one player, with the exception that no player may move another player’s piece.

    The player throwing the highest number on the first throw plays first, after which plays are in turn.

    A partner’s piece furnishes “support” just as well as a piece of the same color.

    Partners are allowed to converse with each other, if they wish, or to consult certain plays. The turn to play passes to the left.

    The same rules governing two players’ game are used, with the exceptions noted above.

    RULES FOR THREE PLAYERS

    When three players take part, two of the players act as partners, one taking Paris, the other Brussels as his Capitol, and the third player will play for both of his forces, one of which is placed at Berlin and the other at Vienna

    In other words, play as the four players’ game, except that the third player is obliged to throw dice and move for his two armies.

    FOR LITTLE PEOPLE

    One player should place three red pieces on tri-angle in Berlin, the opponent three pieces on the tri-angle at Paris.

    If four play, put three pieces of the other colors on the other cities.

    Play in turn.

    Each throws three dice and moves one piece for each die towards the opposite corner of the board, or the entire count if the three dice may be used in moving one piece.

    Pieces cannot pass on the same track.

    The first player getting three of his pieces, by exact throw of the dice, into the tri-angle in the opposite corner, WINS THE GAME.

    INQUIRIES

    Any inquiries regarding the Parker War Game and its rules of play, and any questions arising in regard to its play, will be gladly and promptly answered by the publishers. Parker Brothers Inc., Salem, Mass.

  • Details
    Ages:  
    Designer: (Uncredited)
    Publisher: Parker Brothers
    Time:  
    Year: 1915
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