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CANNON BALL
Copyright 1968, HELEN OF TOY CO., COMMACK, NY
CONTENTS
Each player receives 32 matching troops, 3 cannons with 6 snap-on wheels, 5 red TNT boxes, 1 flag, 2 stockade strips, 2 gate bases, 2 observation tower roofs, 2 tower bases and 6 support poles that will be inserted between the roofs and bases in the matching holes provided for them, plus 3 exploding bridges (3 plain sections, 3 pronged sections, and 3 rubber bands.)
Players will share the battlefield, spinner and washer for the Fort Commander with the numerals 1 through 12.
OBJECTIVE
Your object is to capture the enemy fort. You must fight your way across the battlefield and enter a gate section of the enemy fort with 5 men or a cannon and 3 men. You must attain this position to accomplish your objective.
PREPARATION
Your compact plastic battlefield is washable, wrinkle free and skid proof. Dampen your waterproof table with a sponge, spread the battlefield on it so that the narrowest sides face each player with the fort area to the left. Remove the remaining wrinkles by gently wiping the sponge outward from the center of the battlefield to its edges.
In the center of the numerals 1 through 12, you will provide a hole for the prong extending from the spinner. Push this prong into the hole and position the washer on the opposite side. The arrow should now be secure and will spin freely. The Fort Commander will be placed between the players to the side of the battlefield.
ASSEMBLY
Your fort is the large red L shaped area located in the diagonal corner of your battlefield.
You have sufficient stockade to completely surround your fort if desired; however, a fort cannot be attacked from the rear, therefore, the rear of your fort may only be outlined by the battlefield borders. This also permits easier access for your troop and cannon maneuvers within the fort. The exposed front walls between the borders must be protected by carefully folding your stockade strip to conform with the remaining outline, with the “logs” facing the enemy. Insert your flag mast in the center corner of the fort in the hollow of a “log.”
Assemble sentry towers. These towers will be fastened to the stockade wall at the remaining 2 corners located to each side of the flag. The center prong on each tower base will pierce the corners. The remaining 2 prongs will pierce both walls of these corners. Each puncture will be a half inch from the bottom of the stockade wall.
Your stockade gates will be located at each end of your front wall between the triangles and the map’s border. Cut off the stockade at the triangle to form your gates. The single prong on each gate base will be inserted into the gate so that the gate will stand in position unaided. Replace all stockade back into position.
Each player will assemble 3 bridges by fitting a plain and pronged section together. The narrow open ends of the sections will be fitted together so that the two extending guides of one section slide inside the plain section. If properly done, there is now a prong on the narrow sides at each end of the bridge. While held in this position, loop the rubber band over the prong and through the slots of one section. Then stretch the rubber band under the bridge and through the slots of the other section. When released the rubber band will remain looped over each prong, thereby, holding the bridge together. The nearer the rubber band is to the tip of the prong the easier it is for the bridge to explode.
Place all assembled bridges across the stars in the river so that each end of the bridge rests in a box of an adjacent section, thereby, joining two sections formerly separated by the river. Each player will place his bridges over the stars furthest from him as indicated by an inverted letter B.
MANEUVERING
Each box (large and small) within the fort area will contain 1 trooper with the exception of the 3 boxes having stars. Each of these boxes will contain a cannon.
Place men in your sentry towers. They are considered to be in the box directly below.
The players start the game by removing their fort gates and spinning the Fort Commander. The player with the highest number will make the first move, corresponding to the amount indicated.
Before each turn the players must spin the Fort Commander which dictates how many moves you may take.
You may move a single trooper, cannon or any amount of troops or cannons the full amount indicated.
Troops may move forward, backwards, sideways or diagonally.
Moving from one box to any adjoining one is one move.
Troops are never permitted to pass through occupied boxes.
- SECTIONS
A section is a group of boxes of the same color.
Not more than 3 troops are allowed to remain in a section at the end of your move. During your move any amount of troops may pass through a section.
Your troops cannot enter or pass through a box in an enemy occupied section unless it is for the purpose of attack.
- BRIDGE CROSSING
A bridge can be crossed by entering the box at the front of the bridge, touching the center of the bridge and entering the box at the opposite end of the bridge. The bridge is counted as one box or move.
Should the bridge explode, your man is killed, the bridge is destroyed by Cannon Ball and the remainder of your turn is forfeited.
No troops are permitted to remain on a bridge.
- CANNONS
Cannons are moved from one section to any adjoining section providing it is accompanied by two troopers moving with it or the cannon may be “passed” between any adjoining sections having two men in each of the sections it passes through. Each section is counted as 1 move and the cannon may be stationed in any two boxes of your choice within the last section it enters. Once placed your soldiers may not pass through these cannon boxes but an attacking force can. Only one cannon can occupy a section.
Troops may leave the section in which a cannon is stationed; however, a cannon may be captured and used by any enemy trooper entering the unprotected section.
Sections on opposite sides of a bridge are considered as being next to each other. The cannon does not have to touch down on the bridge. It is just transferred from section to section.
Within the fort the cannon will maneuver in the large boxes. Each box is considered one move.
- ENEMY MOVEMENT WITHIN A FORT AREA
An enemy within a gate section may be attacked as in any other section. If an enemy trooper enters your fort area he can “attack” as many of your troops as he can reach by entering the box they occupy and removing them, he will be attacked in the same manner once his turn is over. Large and small boxes count as one move. This situation is possible when the gate is destroyed or when you have failed to close the gates before the attack. You may open and close your gates at anytime during the game. Each is considered one turn. Gates cannot be transferred. Destroyed gates cannot be replaced.
A cannon cannot be fired within a fort area and is considered useless - at this short range you may inflict damage on your own troops.
ATTACK
To attack an enemy section, you must enter with a stronger force. One more man than your enemy has. Not more than 3 friendly troopers may occupy any section. When attacking 3 enemy troopers, you must enter the section with 4 troops but one must leave the section during the same turn.
A single trooper and a cannon cannot be destroyed by enemy troops without a cannon.
Two troopers and a cannon can attack and destroy an enemy section not protected with a cannon.
Should both sides have the protection of a cannon - the stronger force is determined by the amount of men accompanying the cannon. The strongest protection allowable for a section would be 3 men and a cannon. They may be attacked by 4 men and a cannon, however, the 4th man must be able to move out of this attacked section during the same turn. Remove the enemy cannon with his troops.
When attacking an enemy section, remove the enemy troops or cannon if they are preventing your entry. Your troops are never permitted to pass through each others boxes but must be maneuvered so that each must pass into the new section without interference. It is not necessary to enter boxes occupied by the enemy with your troops. It is only necessary to enter the section. Upon completion of the attack, any remaining enemy troops will be removed from the section.
Be certain that you have sufficient moves to complete the attack before removing the enemy pieces. If you start an attack and can’t complete it, all pieces you placed in the enemy section will be destroyed.
BLOWING THE BRIDGE
To destroy a bridge 2 men must enter a bridge section. One man must enter the box next to the bridge. You will then place a case of TNT on this end of the bridge. Placing the TNT is one move. You must move your men out of the section during the same turn.
Your next turn due must be used to “shoot” at the TNT case to explode it. Spin the Fort Commander and choose odds or evens, if your choice appears, tap the end of the bridge with your finger, blow it up and remove it. If your choice does not appear, the TNT is considered defective and is removed. This case may not be reused. This procedure may be repeated anytime during the game. Selecting odds or evens on your Commander is one turn.
Enemy troops may cross a bridge having TNT on it; however, if the TNT is “exploded”, any troops in the TNT section at this end of the bridge will be killed and removed from the board. A cannon in this section would also be destroyed. There will be no casualties in the section at the opposite end of this bridge.
BRIDGE CONSTRUCTION
To reconstruct a blown bridge you must have 3 men in a bridge section and then select and receive odds or evens on your Commander. If your choice appears, reassemble the bridge and replace it. If your choice does not appear you have lost one turn. You may repeat this action as long as you have 3 men in the section.
FORT CAPTURE WITH TROOPS
Five men can destroy a closed enemy gate if they are in a gate section. One of the troopers must be in a box next to the stockade gate permitting a case of TNT to be slid under it. “Having lit the fuse”, this trooper and one other must leave this section during the same turn. Placing the TNT under the gate counts as one move. The remaining men in the section will not be injured as the gate will serve to protect them from the explosion which destroys the gate (remove it.) Your men threatening to hurl explosives, forces the enemy to surrender. You have won and have captured the fort.
FORT CAPTURE WITH CANNON
A cannon and 3 men in an enemy gate section can destroy the gate during any turn if “they” choose odds or evens and receive their choice on the Commander. The enemy surrenders when his gate is destroyed and he is faced with your cannon - you win and have occupied the fort.
If your choice does not appear your turn is over. You may repeat this action anytime your turn is due, if your men and cannon remain in this section.
VICTORY BY ENEMY ERROR
1. If the enemy fails to close his gate before you enter his gate section with 5 men or 3 men and a cannon, you win automatically as the enemy surrenders.
2. If the enemy has no troops in his fort or gate sections, you win as he has retreated and deserted his fort.