Alarm

1940 · Germany · Herrmannsen& Umland, Hamburg

Theme: Abstract

About this game

The game board is 10 x 10, with the first and last rows being the players' camps. Each player gets 10 "runners" (planes with white stripe) in camp, and 4 "flyers" starting just forward. Pieces move one at a time, runners orthogonally into or through empty spaces and flyers in any direction and able to jump over friendly and enemy pieces.

Mechanism

Move and Capture

Rules

The game has two phases: the first lasts until one player loses a sixth runner. Pieces are captured by surrounding them so they cannot move. In the first phase, players may leave but not return to camp, and cannot move into the enemy camp. In the second phase, the enemy camp may be occupied. Winner is the first to fully occupy the enemy camp with 6 runners and 4 flyers, or to leave the opponent without enough units to win.

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