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Breakthru

Breakthru Rulebook

Table of Contents

Table of Contents

  • Setup
  • Play
    • Motion Move
    • Capture Move
  • Ending the Game
  • Lost or Misplaced Playing Pieces

Setup

Gold Fleet's Commander is determined by lot or coin-flip; his opponent automatically becomes the Silver Fleet's Commander.

Gold Commander places his flagship (larger playing piece) on the center square of the boldly-ruled area of the board, and positions his 12 destroyer escorts anywhere on the remaining squares of the boldly-ruled area.

Silver Commander then positions his 20 destroyers anywhere on the outer (lightly-ruled) squares of the board.

The sheet shows four setup suggestions as diagrams (no text).

Play

Gold Commander decides who is to play first, and the game begins. Players move alternately by making either a motion move or a capture move anywhere on the board.

Motion Move

A motion move consists of moving either the flagship or two destroyers horizontally or vertically over any number of unoccupied squares on the board. (This move is comparable to that of the Rook in Chess, except that no captures can be made.)

Capture Move

A capture move consists of moving any playing piece one square diagonally onto a square occupied by the opponent. Capture is made by removing the opponent's playing piece and replacing it with the capturing piece. (This move is similar to the capture move of the Pawn in Chess, except that captures may be made on any of the four diagonals.)

Ending the Game

Play continues until one of the Commanders achieves his objective. If the flagship reaches one of the outermost squares on the board, Gold Commander wins! If the flagship is captured before it reaches the outer edge of the board, Silver Commander wins!

Lost or Misplaced Playing Pieces

To replace them, specify whether flagship or gold or silver destroyer(s) and send the fee for each piece to the publisher (3M Company, St. Paul, Minnesota).