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Professional, Originally Released On Cassette Only


Game Type          : Strategy; Wargame twist on Chess

Authors            : P. Martin & Mark Lucas

Standalone Release(s)   : 1983: BATTLE 1917, Cases Computer Simulations, £5.99

Compilation Release(s)   : None

Stated compatibility    : Electron

Actual compatibility    : Electron, BBC B, B+ and Master 128

Supplier            : CASES COMPUTER SIMULATIONS, 14 Langton Way, London SE3 7TL

Disc compatibility     : ADFS 1D00, CDFS 1D00, DFS 1D00




Mark Lucas won the Cambridge Award with BATTLE 1917 because it is a highly original Wargame. The game is played by two players on a board 21 x 32 showing a map which changes with every game. Each player has 29 pieces including infantry, cavalry, tanks, artillery and a King. The object of the game, like Chess, is to kill the enemy King who is the weakest and slowest piece on the board. The game will appeal equally to all ages and all skills. This is the machine age's answer to Chess.


1. Introduction

This wargame is based on the campaign of the First World War. It requires you to exercise all the skills and tenacity of the Generals during that terrible catastrophe.


2. The Pieces


           Maximum                Forests    Fighting  

           distance    Lakes      & Wire     Strength   Comment

INFANTRY           5         no         no         +1

CAVALRY            6         no         no         +2

TANKS              3         no        yes         +3   flattens forests

                                                        & wire

ARTILLERY          3         no         no         +0   fires shells

KING               2         no         no         +0   game lost if



3. Minefield

The first piece to pass over a MINEFIELD has a 4:1 chance of clearing it. If the piece in unlucky, the MINEFIELD will explode, destroying the piece.


4. Compass

This is an "on-screen prompt" to help the players.

                              8    1    2

                              7    +    3

                              6    5    4

e.g. KEY 1 to move NORTH, KEY 0 indicates NO MOVE.


5. Fighting Strength

When a piece is moving and meets an enemy in his way, they fight.


Each piece scores a "BATTLE NUMBER" which is a number from 0 to 5 plus his particular FIGHTING STRENGTH.


6. Artillery Fire

The shells may fall exactly on the square required, or fall slightly short, or go slightly over. RANGE 1 should only be used in extreme circumstances as there is a 1:3 chance of self-destruction!


If the shell falls on any piece (enemy or own), or FORESTS or WIRE or MINEFIELD, it is destroyed.


Shells falling "OFF BOARD" or "ON COMPASS" are not shown and shells falling into LAKES just make a splash.


7. King

He is the slowest, weakest piece in the army. As the object of the game is to kill the KING, you should try to keep him out of the way, and well protected.


Never send him through a MINEFIELD, and look out for enemy ARTILLERY sneaking up to ten squares away trying for a "lucky long shot".


8. Tactics

Try to keep the units of four pieces together in formation, rather than leaving some behind.



Instructions' Source   : BATTLE 1917 (Cases Computer Simulations) Inner Inlay


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