This level completes the full set of rules for the two-player game. The rules
are the same as for LEVEL 2 but with the following additions:
1. LEVEL 3 uses all six boards, the full teams of 8 soldiers, all three guns
(large mobile, medium mobile and field) and all 16 hills.
As with Level Two players take it in turn to set up the boards and hills. Fix
all six boards together. The boards can be arranged in various ways. See below.
Decide which player will start by mutual agreement.
2. NUMBER OF MOVES PER TURN
The MOST moves you can make in a turn is twice the number of troops in your
team at the start the game. For example in LEVEL 3 you start with 8 troops so
you can make 16 (2X8) moves at most. As with Level Two you must move AT LEAST
the number of places equal to the number of your soldiers left on the board.
LEVEL 3 uses all 3 DIFFERENT KINDS of soldiers: LEADER, NCO and TROOP. The
8 soldiers in a team are made up of 1 Leader, 2 NCOs and 5 Troops.
A LEADER can capture an opposition TROOP on his own, but he needs another one
of his soldiers to capture an opposition NCO or LEADER.
To capture a gun, a LEADER or an NCO MUST be one of the two capturers.
NCOs and troops must be moved straight to their final space for any given turn.
A LEADER ONLY can move some spaces, do something (like capture a troop) then
move more spaces (perhaps to escape) and end up somewhere else.
As a result a LEADER could move, capture a troop on his own, then move on and
capture a gun as well (as long as there is another one of his soldiers already
beside the gun).
If a soldier is knocked over by gunfire he is out of the game for good.
4. CAPTURED FIGURES
If a soldier is CAPTURED he is held prisoner. At the start of his turn a player
can swap any soldier he holds prisoner for any soldier held by his opponent.
The opponent MUST give up the prisoner, even if he is being asked to swap a
LEADER for a TROOP.
Swapped troops MUST be put back near the rear of their player's starting board.
CAPTURED guns are out of the game and cannot be swapped.
Some of the lines to the edges of the board have coloured spots beside them.
A "tunnel" leads between spots of the same colour that are on open
edges of all boards. All soldiers can use the "tunnels".
Tunnels allow you to leave the very back of your own starting board and appear
at the very back of your opponent's board by moving just one place. In this
way you can launch a sneak attack.
You can use all the coloured dots OR limit tunnelling to two colours or one
colour only. At the start of a game you must decide how many of the colours
you will use. Try your first game with just one colour. Try more as you become
The first player to take either ALL his opponent's soldiers or ALL his opponent's
guns out of play is the winner.
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