Honor System

GAME COMPONENTS

THE PLAYING BOARD — The game of Ultimatum takes place on a world map containing 37 nations which are divided into four major Alliances.
1. The Western Alliance is green and includes eleven nations.
2. The Communist Alliance is red and includes ten nations.
3. The Peace Alliance is yellow and includes ten nations.
4. The Oil Alliance is black and includes six nations.

WORLDPOWER NATIONS — There are six nations on the board which are labelled Worldpowers: U.S.A., Great Britain, France, U.S.S.R., China and Japan.

NAVAL BLOCKADES AND ANCHORS — Throughout the world’s oceans are naval blockades which appear as dark blue waters numbered one through fourteen. In addition, there are nine white numbered anchors on the oceans.

LASER SPACE STATIONS — There are six laser space stations on the sides of the board.

ULTIMATUM PLAYING PIECES — There are six different coloured sets of military playing pieces. Each set contains 10 submarines, 26 battleships and 70 small round discs, each one representing a single troop. In addition, 10 larger round discs have also been provided, each one representing 10 troops or a laser. Troops have been designed so they are both stackable and durable.

Prior to the start of the game, each player chooses one set of playing pieces. The pieces are attached to twelve plastic rails and are easily removed for play. Six bags have been supplied for convenient storage.

ULTIMATUM PLAYING CARDS — There is one deck of 72 cards which contain Army, Navy and Air Force weapons and reinforcements.

INTERNATIONAL MILITARY CURRENCY — Military currency in one, five and ten billion dollar denominations is earned by players throughout the game and used to purchase troops, battleships, submarines and lasers.

DICE - There are four dice..

ULTIMATUM

HOW TO WIN ULTIMATUM — A Player must occupy the Oil Alliance along with one of the following Alliances; Western, Communist or Peace. Victory with the Western and Oil Alliances or Communist and Oil Alliances, results in a situation of military and economic dominance by one player, forcing all other players to surrender to democracy or communism as the world’s ideology. Victory with the Peace and Oil Alliances grants the player the power to declare world peace and disarmament.

THE WORLD CHOOSES SIDES — First, after everyone has rolled the black die, the player with the highest roll chooses four nations, all of which must be from a different alliance. One of the nations must be a Worldpower, while the other three may not be a Worldpower nation. The first player proceeds by placing ten troops on the Worldpower nation and five troops on each of the other three nations. This step is completed by each player in a clockwise fashion. Once all players have finished the first step, then each player will choose one nation or Worldpower on their turn and place five troops on it. This step continues in a clockwise direction until all 37 nations are occupied. Second, the black die is rolled again, the player with the highest roll places two battleships on any one naval blockade. This step is then repeated by all other players in a clockwise direction until all 14 naval blockades have been occupied.

THE CONFLICT BEGINS — You have chosen your nations and naval blockades, the next step is to prepare to do battle. The last player to have placed battleships on a naval blockade will be the first player to make attacks on opponents. In order to make attacks, you must do as all military thinkers do; go through Basic training and know (A) the Regulations and (B) the Attack and Defence Options.

BASIC TRAINING

The following is the drummer we all march to:

ULTIMATUM PLAYING CARDS — Players can earn extra weapons and reinforcements through the cards. There is one deck of 72 cards which contain Army, Navy and Air Force weapons and reinforcements. The cards should be shuffled and placed face down before the game begins.

HOW TO GET ULTIMATUM CARDS — Players receive one card for each nation they conquer and two cards for each naval blockade they conquer on their turn. However, a player can only earn a maximum of three cards per turn, regardless of the number of nations and naval blockades conquered. No cards are earned for conquering anchors or for moving into vacant naval blockades. Cards are awarded at the end of a player’s turn.

HOW TO USE ULTIMATUM CARDS — The Ultimatum cards marked “Used only by attacker”, can be used any time during the attacking player’s turn. The Ultimatum cards marked “Used only by defender”, can be used any time during the game when under an opponent’s attack. The Air Force Airlift cards are the only cards that can be used by both the attacker and defender. Ultimatum cards can be collected and should not be revealed to opponents until being used. Once a card is used, it must be immediately returned to the bottom of the deck.

INTERNATIONAL MILITARY BANK — Before play begins, one player should be designated banker.

PURCHASING MILITARY REINFORCEMENIS — There are tour types of military reinforcements that can be purchased.
1) Troops cost $1 billion each.
2) Battleships cost $2 billion each.
3) Submarines cost $5 billion each.
4) *Lasers cost $10 billion each.

*Lasers can only be purchased by a player who controls the entire Western or Communist Alliance.

MILITARY CURRENCY ISSUED AT THE START OF THE GAME — At the start of the game, each player will receive currency from the banker. The first player to make attacks will receive $2 billion, the second player $3 billion, the third player $4 billion and so on. This currency can only be spent at the beginning of the player’s turn to purchase troops, battleships and/or submarines prior to the player making attacks on opponents.

HOW TO EARN INTERNATIONAL MILITARY CURRENCY — Players can earn military currency immediately from the bank each time they conquer the following:
— $ 2 billion for each Oil nation conquered
— $ 5 billion for each Worldpower nation conquered
— $15 billion for the entire Communist Alliance conquered
— $20 billion for the entire Western Alliance conquered
— $25 billion for the entire Peace Alliance conquered

This currency must be spent during the turn it was earned to purchase troops, battleships, submarines and/or lasers.

In addition, throughout the game the bank pays one billion dollars for each nation and two billion dollars for each naval blockade a player controls at the end of their turn. For example, occupying ten nations and four naval blockades results in the player receiving 18 billion dollars. Currency earned at the end of a player’s turn can only be spent at the beginning of their following turns to purchase troops, battleships, submarines and/or lasers, prior to the player making attacks on opponents.

OIL ALLIANCE EMBARGO — Each time a player conquers the entire Oil alliance, an Oil Embargo takes effect. Each opponent must immediately pay the player six billion dollars. If currency is not available at the time of the embargo, the opponent must pay as soon as funds are acquired. Currency earned from an Oil Embargo must be used on the turn it was earned to purchase troops and/or naval vessels.

DICE — The black dice are rolled at the same time by both the attacker and defender to resolve troop battles. The black die is also rolled to launch laser attacks. The green die is rolled by the attacker to determine the outcome of naval battles. The red die is rolled by the attacker to determine the outcome of a jet bomber attack.

Your basic training is now complete and your time has come to enter into combat. The last player to have placed battleships on a naval blockade will be the first player to make attacks on opponents. For instance, to attack with your troops, check under the Army heading and read the Troop Regulations; then read the troop Attack and Defence Options.

ARMY

TROOP REGULATIONS

1. Troops cost one billion dollars each.

2. When troops are purchased or obtained through the use of troop reinforcement cards, they must be immediately placed on one or any number of nations a player occupies and can be immediately used for attack.

3. The attacker must share the same national border with the opponent and must have three or more troops on the nation from which the attack is launched. The attacker cannot initiate an attack or continue an attack from a nation that has two or less troops.

4. To attack a nation across a body of water, the attacker must:

a) occupy the naval blockade between the two nations, and 
b) the nations and naval blockade must share the same identical number, 
(e.g. Britain #2, naval blockade #2 and France #2).

5. Players may attack one or any number of nations per turn and may stop an attack any time they wish.

6. An opponent’s nation is considered conquered when their last troop has been eliminated.

7. The victor must place at least one trrop on the captured nation and must leave at least one troop on the nation that made the attack.

8. To control a nation, at least one troop must always be present.

TROOP ATTACK AND DEFENCE OPTIONS

ATTACKING WITH TROOPS

1. In order to attack, a player must have a minimum of three troops on the nation from which the attack is launched.

2. Nations must share the same national border.

3. Announce your nation and opponent’s nation to be attacked.

4. Roll black die.

DEFENDING AGAINST TROOP ATTACKS

1. Roll black die.

2. Airlift card; may be used by the defender for the purpose of reinforcing their nation under enemy attack. Move any number of troops from one nation they control to the nation under enemy attack.

3. Minefield card; when used by the defender, the attacker loses five troops. However, a minefield cannot remove the last troop off the attacker’s nation.

The following describes how troop battles are resolved. Both the attacker and defender roll the black dice at the same time. The player with the highest roll wins, thereby causing the player with the lowest roll to lose one troop from their nation. If both players roll the same number then each player loses one troop.

HELICOPTER COMMANDO TROOP REGULATIONS

1. A Helicopter Commando troop card, when used, allows the attacker ten extra troops which must be placed directly on any opponent’s nation on the board.

2. Helicopter Commando troops must attack alone without the aid of additional troops and weapons.

3. Helicopter Commando troops must continue to attack until successful or defeated.

4. If Helicopter Commando troops are successful in conquering a nation, they immediately become regular troops, moving and attacking in the same manner.

HELICOPTER COMMANDO TROOP ATTACK AND DEFENCE OPTIONS

ATTACKING WITH HELICOPTER COMMANDO TROOPS

1. May attack any opponent’s nation on the playing board.

2. Announce opponent’s nation to be attacked.

3. Place ten troops directly on opponent’s nation.

4. Roll black die.

DEFENDING AGAINST HELICOPTER COMMANDO TROOP ATTACKS

1. Roll black die.

2. Unlike regular troop attacks, players cannot use any defence cards against a Helicopter Commando troop attack. The only defence is the outcome of the roll of the black dice.

The following describes how Helicopter Commando troop bat-ties are resolved. Both the attacker and defender roll the black dice against each other. The player with the highest roll wins, causing the player with the lowest roll to lose one troop. If both players roll the same number, then each player loses one troop. However, if each player has one troop remaining on the nation and a tie is rolled, the helicopter commando troop wins.

ARMY INTELLIGENCE REPORT CARD

May be used any time on the attacking player’s turn to view all opponent’s Army cards.

NAVY

BATTLESHIP REGULATIONS

1. Battleships cost two billion dollars each.

2. When battleships are purchased or obtained through the use of battleship reinforcement cards, they must be immediately placed on one or any number of naval blockades a player occupies and cannot be moved until the player’s next turn.

3. Players may only make one move per turn with each battleship.

4. Battleships may only move and/or attack from naval blockade to anchor or from anchor to naval blockade in one turn. Battleships cannot move and/or attack from naval blockade to naval blockade in one turn.

5. When moving and/or attacking, battleships must follow corresponding numbers on the anchors and naval blockades.

For example, a battleship may move from naval blockade number6to anchor numbered 6, 4. 3 and 7 on one turn and move to either blockade numbered 4, 3, or 7 on their next turn and attack.

6. Players must attack if moving onto an opponent’s naval blockade or anchor and naval battles must continue until all of one or both player’s vessels have been eliminated.

7. Attacks on opponent’s naval blockade or anchor may be made with one or more battleships and submarines.

8. An opponent’s naval blockade or anchor is considered conquered when their last naval vessel has been eliminated.

9. To maintain control of the naval blockade, players must have at least one naval vessel present.

10. Occupying naval blockades allows troops to cross a body of water to attack. Defensively, it prevents the enemy from crossing to attack.

11. A vacant naval blockade can be crossed by the attacking player’s troops as it is not controlled by any player.

12. Players do not receive Ultimatum cards for moving into a naval blockade that has become vacant from a previous turn.

BATTLESHIP ATTACK AND DEFENCE OPTIONS

ATTACKING WITH BATTLESHIPS

1. Move your battleships onto the opponent’s naval bk ~kade or anchor.

2. Announce your battleship and opponent’s vessel to be at tacked.

3. Roll green die.

4. Attack until successful or defeated.

DEFENDING AGAINST BATTLESHIP ATTACKS

1. Ocean Mine card; when used by the defender, the attacker loses one battleship. An Ocean Mine card can only be used to defend vessels on naval blockades.

The following shows the outcome of the attacker’s roll of the green die when attacking with battleships.

WIN — The defender loses one battleship or submarine depending on which vessel was attacked.

LOSE — The attacker loses one battleship.

DRAW — If the attacker is attacking a battleship, then both players lose one battleship. If a submarine is being attacked, then the attacker loses their battleship and the defender maintains their submarine.

SUBMARINE REGULATIONS

1. Submarines cost five billion dollars each.

2. When submarines are purchased or obtained through the use of submarine reinforcement cards, they must be immediately placed on one or any number of naval blockades a player already occupies and may not be moved until the player’s next turn.

3. Unlike battleships, submarines may move to and attack any naval blockade or anchor on the board in one turn.

4. Submarines can make naval attacks alone or with other vessels.

5. Players may only make one move per turn with each submarine.

SUBMARINE ATTACK AND DEFENCE OPTIONS

ATTACKING WITH SUBMARINES

1. Submarines may move to attack any naval blockade or anchor in one turn.

2. Announce your submarine and opponent’s vessel to be attacked.

3. Roll green die.

4. Attack until successful or defeated. ~-

DEFENDING AGAINST SUBMARINE ATTACKS

1. Ocean Mine card;when used by the defender, the attacker loses one submarine. An Ocean Mine Card can only be used to defend vessels on naval blockades.

The following shows the outcome of the attacker’s roll of the green die when attacking with submarines.

WIN — The defender loses one battleship or submarine depending on which vessel was attacked.

LOSE — The attacker loses one submarine.

DRAW — When attacking with a submarine, the draw always goes to the attacker. The defender will lose one battleship or submarine depending on which vessel was being attacked.

NAVY INTELLIGENCE REPORT CARD

May be used any time on the attacking players turn to view all opponent’s Navy cards.

AIR FORCE JET BOMBER REGULATIONS

JET BOMBER

1. May be used to bomb any nation on the board. However, the defender is always allowed to maintain one troop on the nation bombed, regardless of the amount rolled on the red die.

2. May be used to bomb battleships on any opponent’s naval blockade or anchor.

3. Jet bombers cannot attack submarines.

JET BOMBER ATTACK AND DEFENCE OPTIONS

ATTACKING WITH JET BOMBERS

1. Use jet bomber any time during turn.

2. May attack any nation or battleship on any naval blockade or anchor.

3. Roll red die when attacking troops. The amount on the die will determine the number of troops lost.

4. Roll red die and divide by two when attacking battleships to determine the number of battleships lost. Jet bombers are capable of eliminating all battleships from a naval blockade or anchor.

DEFENDING AGAINST JET BOMBER ATTACKS

1. If an Anti-Aircraft Missile card is used, the attacker loses their Jet Bomber.

2. The defender is always allowed to leave one troop on the nation jet bombed regardless of the amount rolled on the red die.

3. Jet Bombers cannot attack submarines

4. An airlift card may be used by the defender to reinforce their nation under an enemy Jet Bomber attack. Move any number of troops from one nation they control to the nation under attack.

The following example shows the outcome of the attacker’s roll of the red die when attacking an opponent’s troops with a Jet Bomber card.

8 — The defender loses eight troops.

The following example shows the outcome of the attacker’s roll of the red die when attacking an opponent’s naval blockade or anchor with a Jet Bomber card.

6 — The amount shown on the red die is divided by two. The defender loses three battleships.

AIRLIFT REGULATIONS

1. The attacker may airlift reinforcement troops from one nation they control into their nation that is launching attacks.

2. The defender may airlift troops into their nation under attack by an opponent.

3. At least one troop must always be left behind in the nation from which the airlift originates.

AIRLIFT ATTACK AND DEFENCE OPTIONS

ATTACKING WITH AIRLIFT CARD

1. Use any time during turn.

2. Attacker moves any number of troops from one nation they control to another nation they control anywhere on the board.

DEFENDING USING AIRLIFT CARD

1. Airlift card; may be used by the defender for the purpose of reinforcing their nation under enemy attack. Move any number of troops from one nation they control to their nation under enemy attack.

AIR FORCE INTELLIGENCE REPORT CARD

May be used any time on the attacking player's turn to view all opponent's Air Force cards.

LASER REGULATIONS

1. Cost ten billion dollars each.

2. Can only be purchased by a player n who controls either the entire Western or Communist Alliance.

3. May be purchased and launched any time on a player’s turn and can be launched when under any form of attack by an opponent. (except Helicopter Commando raids)

4. A player’s large round disc is also used to represent a laser and must be placed on any of the six Laser Space Stations situated on the sides of the board.

5. Once a laser has been fired against an opponent’s nation, anchor or naval blockade, it must be removed from the playing board.

6. The defender is always allowed to maintain one troop on the nation that the laser hit, regardless of the amount rolled on the black die.

7. Lasers cannot attack each other.

LASER ATTACK AND DEFENCE OPTIONS

ATTACKING WITH LASERS

1. May attack any nation, naval blockade or anchor on the board.

2. Announce opponent’s nation, naval blockade or anchor to be attacked.

3. Roll black die, the amount on the die will determine the number of troops lost.

4. Roll black die and divide the amount by two to determine the number of battleships and submarines lost. A laser is capable of eliminating all naval vessels from a naval blockade or anchor.

DEFENDING AGAINST LASER ATTACKS

1. The defender is always allowed to leave at least one troop on the nation attacked by the laser, regardless of the amount rolled on the die.

2. If the defender possesses a laser, an immediate counterattack may be launched on any one of the attacker’s nations, naval blockade or anchors.

3. For every laser launched by the attacker, one may be launched by the defender.

4. The black die is used in the same manner for counterattacks.

The following example shows the outcome of the attacker’s roll of the black die when launching lasers against an opponent’s nation.

28 — The defender loses 28 troops.

The following example shows the outcome of the attacker’s roll of the black die when launching lasers against an opponent’s naval blockade or anchor.

20 — The amount shown on the black die is divided by two. The defender loses 10 vessels. Battleships are removed first.

A GENERAL’S QUESTIONS AND ANSWERS

Q. How do two players play Ultimatum?

A. The rules for two are the same as for three to six players, except to win, a player must occupy the Oil Alliance along with any two of the following Alliances; Peace, Western or Communist.

Q. If an opponent has control of an alliance should I try to take it away?

A. Since every game and player is unique, there is no rule of thumb. However, caution is advised. Remember, currency is awarded when a player conquers an alliance and each time thereafter when they regain control of the alliance. There is no currency given for maintaining control of an alliance, worldpowers or oil nations.

Q. If I have laser(s) on the playing board and I lose control of my alliance can a laser still be used?

A. Yes. Once a laser is purchased it can be used for attacking or defending, regardless of your alliance status.

Q. When can I spend the currency awarded at the end of my turns?

A. A player can spend all or some of their currency at the beginning of their next turn. This currency can also be saved for use at the beginning of following turns. At no time can this currency be spent during a player’s turn.

Q. How can I get back into action if all my troops have been eliminated?

A. The only way back onto the playing board is through the successful use of a Helicopter Commando card.

Q. What happens when your whole navy is eliminated; can you get back to sea?

A. Yes. By placing naval vessels that are purchased or obtained through the cards on a vacant naval blockade. This is the only time a player can make this move during the game.

Q. How many army, navy and airtorce attacks can I make on one turn?

A. As many as you wish or are able to make on a turn.

Q. Suppose I have 4 battleships on an anchor and I wish to attack a naval blockade; do I move all four battleships onto the enemy naval blockade at once?

A. You may either move all four battleships in at once and attack or you may move one battleship in at a time and attack. Remember, once naval vessel(s) are moved onto an enemy naval blockade, they must attack until successiul or defeated.

If you have any further questions about Ultimatum send a self-addressed, stamped envelope to:

General Polo D. Pittflare
C/0 Bates Games Inc.
125 Cross Ave. Box 158
Oakville, Ont., L6J 2W8
Canada
© Bates Games Inc. 1985