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THE WAR OF THE WORLDS RULES OF PLAY extensively since the Martians were at war, literally, with the

artians were at war, literally, with the entire


Human race.
(2.1) THE RULES
(1.0) BACKGROUND
The Rules of Play explain how the game is set up, played, and won.
Mars was dieing - suffocating in its endless seas of red dust. The
The rules have been cross-referenced by rule number to assist Players in
once-mighty civilization had fallen into a racial depression. Doom was
locating rules. It is suggested that Players read the rules twice: the first
inevitable. Nothing could be done to stop it; nothing would be done to
time ignoring the cross references (but certain that the vague terms will
hurry it.
be explained later), and a second time, checking each cross-reference
Then there arose a new party in the almost functionless central
as it is found.
government. They were a few young Martians with an idea, and there
The HUMAN ATTACK TABLES are used to determine the out-
were thousands of Martians that would follow what appeared to be the
come of attacks by Human units. However, only one HUMAN AT-
onlv chance for racial survival. The new party proposed that the nearest
TACK TABLE is used during the course of the game (see (2.5) and
planet, Earth, be invaded and conquered.
(5.4) ). The HUMAN DEPLOYMENT CHARTS are used by the Human
The plan was totally radical from the Martian point of view. The
Player to determine the arrival hexes (6.5) of his reinforcements. (These
Martians had never even considered leaving their world. There had
are also called Depot hexes.) Only one chart is used during a single
never been anything approaching a Martian "space program." When
game. The MARTIAN ATTACK TABLE is used to determine the out-
the plan to invade Earth was first proposed, not one single Martian
come of attacks by the Martian Player (see (7.3) ).
knew how they would reach Earth, and few had any idea what they
The rules have been written in the order in which they will be used
would find there. While research began on a mode of transportation
by the Players. (For example, the first thing done each turn is for a Mar-
and development began on the the war machines that would be taken
tian Cylinder to land, and the rules for this are presented first, after the
(it was known that the Earth was inhabited). telescopes unused in
general rules.) Players new to the hobby will find these rules somewhat
generations were turned towards the Earth.
less mysterious than the rules of other games they may have en-
The studying continued for almost a Martian decade before it was
countered. Players with considerable experience in gaming will have to
announced that a mode of transportation was available. The studies
bear with the lack of the familiar jargon.
had covered Human technology and geography throughly but had con-
centrated on the political situation. This research proved to be the most (2.2) PARTS INVENTORY
difficult to obtain and the most valuable to possess. The Players should take inventory of the items required to play the
The transportation system was extremely limited. The one launcher game. One complete copy of THE WAR OF THE WORLDS should in-
that would be available when the orbits next converged could fire less clude the following:
than a dozen Cylinders, each containing only three Tripods, before it
1 mapsheet
burned out and had to be rebuilt. A dozen launchers would be available
2 sheets of die cut playing pieces (total 216)
a few months later, and within a year two hundred would be ready for
1 set of Rules of Play
use. But by then the orbits would start to diverge.
1 set of HUMAN ATTACK TABLES
It took no great powers of military planning (which was just as well
1 set of HUMAN DEPLOYMENT CHARTS
since the Martians had not fought a war in a millenium) to determine
1 MARTIAN ATTACK TABLE
that the first wave of the invasion would have to be sent from the single
3 six-sided dice
launcher. There was not time to wait even the few months it would take
for more launchers. (2.3) THE MAPSHEET
The Martians reasoned that the most powerful and advanced coun- The mapsheet portrays the area in and around the city of London in
tries (meaning Europe) would have to be attacked first. With those the year 1898. A hexagonal grid has been overlaid on the map, dividing
countries subjugated, the rest of the world would collapse into savagry it into numerous small areas known as "hexes." These hexes are used
and could be easily conquered. The Martians judged (all too correctly) to regularize the position and movement of the playing pieces. Various
that European and North American military and economic power was types of terrain have been indicated on the mapsheet by the use of
all that had brought and kept the rest of the world out of barbarism. To colors and symbols (2.72). The mapsheet may be backfolded against
conquer the more backwards areas first would be easier but would give the creases to help it lay flat.
the Europeans time to react and plan a defense. (2.4) THE PLAYING PIECES
This theory tied in well with the second axiom of the Martian plan-
The die cut playing pieces are of two types - "units" and
ning: the first wave would have to land on an island. Only on an island
"markers." "Units" represent the military forces of the two Players.
would the few desperately outnumbered Martians be able to hold out
These include Martian Tripods and Cylinders, and Human (British) In-
until reinforcements arrived. England seemed perfect. The most power-
fantry, Cavalry, Artillery, and Naval units. "Markers" are used to mark
ful nation in the world, destruction of the home islands would cause the
destroyed city and railroad hexes. Either type may be referred to as a
British Empire to collapse and fragment. It was even likely that other
"counter" or "playing piece."
European countries would waste their efforts seizing England's colonies
The Martian Player maneuvers the Martian units, and the Human
instead of trying to destroy the Martians.
Player manuevers the Human units.
That much decided, a plan had to be devised for the conquest of
England, London. the capital and largest city, was deemed to be the (2.41) ILLUSTRATIONS OF UNIT TYPES:
key. Destruction of London would be a shock to the entire world as well HUMAN UNITS:

[IJ
as destroying the very ability of the British government to govern the
British Isles or the Empire. The Human population of the Earth was
deemed to be unnecessary and undesireable (except for a few million INFANTRY (18) CAVALRY (18)
slaves). The destruction of London would provide the model for the
destruction of the Human race. Drive the people into the countryside
~
and they will starve to death from the lack of any system to transport
and distribute the food produced by the agricultural areas. In the Mar-
tian plan, more Humans would die from starvation than from heat rays NAVAL (3)
ARTILLERY (18)
and gas.
The stage was set, and at the appointed time, the first Cylinders ~ ~
were sent on their way. The Martians knew, from their long studies, MARTIAN UNITS:
how the Humans would fight and which types of Human units would be
the most effective against the Tripods. The Humans did not even know
that the Martians were coming, let alone how they would fight, or how
to fight them. It was to prove a crucial, though not decisive, advantage.
(2.0) INTRODUCTION
~
MARKERS:
CYLINDER (10)
[!] TRIPOD (30)

W
THE WAR OF THE WORLDS is a two Player game. One Player
controls the Martian forces and attempts to attack and destroy the city RAILROAD
of London. He is referred to as the Martian Player. The other Player con- CITY DESTROYED (99)
DESTROYED (20)
trols the Human forces and attempts to destroy the Martians and
~
protect London. He is referred to as the Human Player. It should be
noted that the Human units are entirely British. No foreign troops par- Note: The number shown in parenthesis is the number of counters of
ticipated in the campaign. However, the designation "Human" is used this type included in the game.
(2.5) SETTING UP THE GAME AND PREPARING TO PLAY (2.72) TERRAIN IDENTIFICATION CHART
Because of the various secret elements, setting up the game must Various types of terrain are shown on the map by use of colors or
be done precisely in the following steps. Players should note the ob- symbols. These are listed below:
vious necessity for some decisions to be made before certain in-
formation is known. For example, it is important that the Martian Player
plan the landing of all of his Cylinders before he knows where the
Human Player will set up his initial units. RAILROAD
Place the game mapsheet on a flat surface between the Players.
Carefully punch out the die cut playing pieces and sort them by type.
The three Naval unit pieces are placed aside unless the optional Naval
rules (9.1) are being used. The MARTIAN ATTACK TABLE is placed in
a convenient location so that either Player may refer to it. WOODS/ PARKS
The Martian Player now secretly chooses the HUMAN ATTACK
TABLE to be used in the game. He may choose anyone of the six
tables. The table being used is not revealed to the Human Player until
the game is over. The HUMAN ATTACK TABLE being used may be
folded back along the creases so that it will stand up facing the Martian HILLS
Player without being revealed to the Human Player. The significance of
which table is chosen is explained in the rules on Martian attack (7.3)'
The Human Player now secretly chooses the HUMAN
DEPLOYMENT CHART to be used. He does not reveal it to the Martian
Player until the game is over. This chart is a list of hexes in lIYi>Iich BRID~
Human reinforcements occurs, and its use is explained in the rules on
Human reinforcements (6.0).
The Martian Player does not begin the game with any units on the
mapsheet. During the course of the game, the Martian Player will
"land" Cylinders on the mapsheet. The hexes in which the Cylinders
will attempt to land are called target hexes and are secretly chosen by
the Martian Player at this time (see (5.3) ). The Martian Player chooses
one target hex for each of the 10 Martian Cylinders which will land the
first 10 turns of the game. Each Martian Cylinder will carry (contain)
three Tripods.
SMALL RIVER
Finally, the Human Player must set up his initial units. He begins the
game with six units: two each of Infantry, Cavalry, and Artillery. These
units are placed by the Human Player in any city hexes on the map-
sheet. They may not be placed in violation of the limitations of stacking
(see (5.3) ).
CLEAR TERRAIN
The Players are now ready to begin play.

(2.6) GENERAL COURSE OF PLAY


The game is played in "turns," of which there are 12. As can be seen
from the Sequence of Play (3.0), each turn consists of a specific series LARGE RIVER
of steps. These steps are performed in the specific order given. This
narrative is intended to provide Players with a general idea of what will
(or may) happen during each turn.
At the start of most turns after the game is under way, some Human
units will be upside down. These are units which were forced to retreat CITY
(7.36) from the Martians on the previous turn. Except for the last two
turns, each turn will begin with the landing of a Martian Cylinder (4.0).
The actual landing will involve some die rolls to determine if the Cylinder
landed where it was plotted to land or if it missed its target. It is possible
that the landing of the Cylinder may cause damage to city or railroad The hexside between hexes 1013 and 1114 is a "large river" hexside.
hexes, or that, if the Cylinder lands in a city hex or a hex adjacent to a The hexside between hexes 1013 and 1014 is a "small river" hexside.
river, the Cylinder itself may be destroyed. The effects of terrain on Martian attacks are shown in (7.30). The ef-
After the Martian Cylinder lands (and any events caused by that are fects of terrain on Human movement are shown on the UNIT ABILITY
resolved) the Human Player will move his units and use them to attack CHART (5.14). Terrain does not affect Human attack or Martian
Martian units (5.0). Following this, the Human Player will receive new movement.
units (Reinforcements (6.0) ) and may turn right side up any of his units (2.73) MARTIAN CYLINDERS
which were upside down at the start of the turn (6.4). The Martian Cylinders represent the spacecraft used to transport the
Finally, the Martian Player will move his units and use them to attack Martian invasion forces to Earth. Martian Cylinders are considered to be
Human units (7.0). As a result of his movement and combat, city and the same as Tripods except that they cannot move (7.11) and that
railroad hexes may be destroyed (7.13). As a result of his attacks, Tripods can be "inside" Cylinders (7.2).
Human units may be destroyed or turned upside down and forced to Martian Cylinders may attack or be attacked the same as Tripods. If
retreat. a Martian Cylinder is destroyed, any Tripods inside of it are also
This cycle is repeated for each turn of the game. Because of the destroyed.
changing tactical situation, it is possible that some steps may be skip- (2.8) GAME SCALE
ped or greatly simplified in some turns. Each hex represents an area approximately 1 mile across from side
to side. Each turn represents 1 day of real time. Each Martian unit
(2.7) GENERAL RULES represents a single Cylinder or Tripods. Each Human unit represents a
While the rules have been placed in the order in which they will be regiment (of Infantry, Cavalry, or Artillery).
used, certain rules apply during the entire turn (for both Players) and are (3.0) SEQUENCE OF PLAY (HOW TO PLAY)
listed here. THE WAR OF THE WORLDS is played in turns. The game con-
(2.71) Playing pieces that have been placed on the map must be placed sists of 12 turns. Each turn consists of various steps the Players must
in a single hex. Playing pieces may not be in more than one hex at a complete in the specific order given. When all the steps in a turn have
time. Ii.e. they may not be placed on one of the lines separating two been completed, the turn ends and a new turn begins. When 12 turns
hexes, but must be placed squarely in a given hex.) The orientation (the have been completed, the game is over and a winner is determined
direction the lettering reads or the "top" and "bottom" of the silhouette (8.0). The steps in each turn are as follows:
printed on them) of the playing pieces is not of any particular im- Step 1 - Martians land one Cylinder (4.0)
portance. Step 2 - Humans move and attack (5.0)

2
Step 3 - Humans receive reinforcements (6.0) a Cylinder survives landing, its three Tripods are stacked under the
Step 4 - Martians move and attack (7.0) Cylinder in the landing hex and play proceeds.
The following rules explain each step and the actions that take place (4.4) After the landing hex has been determined, it may be found that
during that step. the Cylinder has landed in the same hex as other Martian or Human
(4.0) STEP 1 - MARTIAN LANDING units. The landing does not affect these units; however, any over-
During Step 1 of each of the first 10 turns, one Martian Cylinder stacking of Martian units caused by the landing must be corrected at
lands. the earliest opportunity (see stacking (7.2) l. Any Human units in the
landing hex must be moved out during the next Step 2 (Human
(4.1) Procedure: The Martian Player consults his list of target hexes movement and combat (5.0) ). If the Human units cannot be moved,
(4.5) and places the Cylinder landing this turn on the appropriate hex. they are considered to be destroyed.
Note that this is the landing hex unless the Cylinder misses the target.
The Martian Player now rolls a single die to determine if the Cylinder (4.5) TARGET HEXES
misses the target. If the die roll is a 1 or 2, the Cylinder does not miss the Before the game begins, the Martian Player must select the
target, and the hex the Cylinder was initially listed to land in is the land- proposed landing hexes for each of his 10 Cylinders. These are known
ing hex. as "target hexes" because it is likely that the Cylinder will not actually
If the die roll is not a 1 or 2, the Cylinder has missed the target and land there. (The amount of accuracy possible over the vast distance
the Martian Player must determine where the Cylinder actually landed. from Mars is limited.) This list of targets must be written down. On a
He must determine the direction missed and the distance from the sheet of paper, write the number "1" through "10," and beside each of
target hex to the actual landing hex. them write the four digit identification number of the hex that the Cylin-
The direction is determined by consulting the direction diagram der is to land in.
(printed in red) in the lower left hand corner of the mapsheet. The Mar- Any hex on the map may be designated as a target hex. Several
tian Player rolls a single die and the resulting number indicates the direc- Cylinders may be given the same target hex, or all Cylinders may be
tion. given different target hexes. All target hexes must be selected before
The distance is determined by rolling a second die and moving the the game begins. The Martian Player may not, during the course of the
Cylinder the same number of hexes as the die roll. The hex determined game, change the order in which the Cylinder will land, nor may he
in this manner is the landing hex. change the designated target hexes.
If the Cylinder misses the target hex and the distance from the target (4.6) Each of the ten Cylinders is numbered with the turn during which
hex to the landing hex would move the landing hex off the map edge,
it is to arrive. (Cylinder # 3 arrives on Turn 3, etc.) Each Cylinder carries
the landing hex becomes the last hex on the map edge before running three Tripods. The Tripods are numbered in groups of three, and each
off of the map.
group of three corresponds to a specific Cylinder. This is the Cylinder
EXAMPLE 1: The Martian Player has chosen Hex # 0622 as his which carries them to the Earth. (The three Tripods marked # 3 arrive
target hex for Cylinder # 1. During Step 1 of Turn 1, the Martian Player inside Cylinder # 3.)
rolls one die. The roll is a 3 so the Cylinder has missed its target hex. The
Martian Player now rolls a die twice and rolls a 2 and a 4. This means the (5.0) STEP 2 - HUMAN MOVEMENT AND COMBAT
Cylinder will be moved 4 hexes in direction 2. This will make the landing During Step 2 of each turn, Human units are moved and attack. The
hex # 1020. Human Player must move all units which he is going to move that turn
(4.2) The Martian Player must now determine if the Cylinder has sur- before any may attack.
vived the landing. The survival of the Cylinder depends on what type of
hex (2.72) it lands in, as follows: (5.1) HUMAN MOVEMENT
CLEAR, HILLS, WOODS - Cylinders landing in these types of During Step 2 of each turn, only Human units may be moved. Units
hexes automatically survive, and the landing does not affect the hex. are moved one at a time, and the movement of the unit being moved
CITY - When a Cylinder lands in a city hex, a single die is rolled by must be completed before another unit may begin movement. The
the Martian Player. On a roll of 1 or 2, the Cylinder (and its Tripods) are Human Player may move all, some, or none of his units during a given
immediately and permanently destroyed by the impact. On any other turn.
roll, the Cylinder survives. When a Cylinder lands in a city hex, the city (5.11) The distance a unit may move each turn is determined by that
hex is destroyed (and marked with a destruction marker) regardless of unit's movement allowance. Each type of Human unit has a different
whether the Cylinder survives. The only exception to this is when a movement allowance. This is shown on the UNIT ABILITY CHART
Cylinder lands in a large river (see below). City hexes which have been (5.14). A unit's movement allowance is measured in movement points.
"destroyed" (7.13) are still considered to be city hexes for this purpose. When moving, a unit expends a certain number of movement points to
RAILROAD - When a landing hex contains a railroad, the railroad enter each hex in its path. The cost (in movement points) to enter a hex
in that hex is always destroyed and is marked. The only exception to is dependent on the type of terrain iQ the hex being entered and is
this is when a Cylinder lands in a large river (see below). This does not shown on the UNIT ABILITY CHART (5.14).
otherwise affect the survival of the Cylinder. (5.12) A unit moves through the hex grid, expending points to enter
RIVERS - The map shows both large rivers (light blue) and small each hex. A unit must move through adjacent hexes. It may not skip or
rivers (dark blue). Small rivers do not affect landing Cylinders. When a jump over hexes. When a unit has expended all of its movement points
landing hex contains a small river, the other terrain in the hex deter- in a given turn, it must stop and move no farther during that turn. A unit
mines whether the Cylinder will survive. When a Cylinder lands in a hex need not move during a given turn and, if moved, need not move its en-
containing a large river, a die is rolled to determine if the Cylinder has tire movement allowance. A unit may move some, aU, or none of its
landed in the river or elsewhere in that hex. On a roll of 1, 2, or 3, it has movement allowance in a given turn. However, movement points not
landed in the river, and the Cylinder (and its Tripods) are immediately used in a turn are lost; they may not be transferred to another unit or
and permanently destroyed. On a roll of 4, 5, or 6, the Cylinder has lan- saved for a later turn. If a unit lacks enough remaining movement points
ded elsewhere in the hex, and the effect (if any) of the other terrain in to enter a given hex, it must either stop and move no farther or enter
the hex is now considered. another adjacent hex which it has enough points to enter.
EXAMPLE 2: A Cylinder has landed in a clear hex containing a large (5.13) A Human unit may never enter, pass through, or stop in a hex
river. A die roll of 4 indicates that the Cylinder has not landed in the containing one or more Martian units. If, during movement, a Human
river. Since the clear hex cannot damage the Cylinder, the Cylinder sur- unit moves adjacent to a Martian unit, it must stop and move no farther
vives. that turn. If a Human unit begins its movement adjacent to a Martian
EXAMPLE 3: A Cylinder has landed in a city hex containing a large unit, it may move directly (one hex) into another hex adjacent to the
river. A die roll of 6 indicates that the Cylinder has not landed in the river same or another Martian unit but must immediately stop and move no
but has landed in the city. The Martian Player must roll again to deter- farther that turn. If a Human unit begins its movement adjacent to a
mine if landing in the city has destroyed the Cylinder. Martian unit and moves into a hex not adjacent to any Martian unit, it
When a Cylinder lands in a city or railroad hex containing a large may then move freely unless and until it again moves adjacent to a Mar-
river and is destroyed by landing in the river itself, the city and/or rail- tian unit, in which case it must stop. The restrictions apply regardless of
road is not destroyed. This is an exception to the above rules on city and whether or not there are other Human units in hexes being entered.
railroad hexes. EXAMPLE 5: A Human unit is in hex 1306, and there are two Mar-
EXAMPLE 4: A Cylinder lands in a railroad hex containing a large tian units adjacent to it in hexes 1406 and 1205. The Human unit moves
river. A die roll of 1 indicates the Cylinder has landed in the river and one hex into hex 1405. At this point, the Human unit must stop and
perished. The railroad in the hex is not affected. move no farther during the current turn. During the next turn, the
(4.3) A Cylinder which has been destroyed in landing is removed from Human unit moves into hex 1505 which is not adjacent to any Martian
the mapsheet, and its Tripods are never placed on the mapsheet. When unit. It may now continue moving freely (within the limits of terrain and

3
its movement allowance) unless and until it again moves adjacent to a had begun.) Once one Martian unit becomes hostile, all Martian units
Martian unit. are considered hostile and may be attacked. If one or more Martian
(5.14) UNIT ABILITY CHART (see back cover) units either attack out of or move out of their landing hex, they are con-
sidered to be hostile.
(5.2) RAILROAD MOVEMENT
During Step 2 of each turn, any or all Human units may use railroad (5.42) During Step 2 of each turn after all movement has been com-
movement in addition to normal movement. Only Human units may use pleted, Human units may attack Martian units. Attacking is voluntary,
railroad movement; Martian units never can. The distance a Human unit and no Human unit is ever required to attack. During Step 2 of each
may move by railroad is measured in railroad hexes, not in movement turn, only Human units may attack. Each Human unit may attack only
points, and railroad movement does not require the use of mov.ement once each turn. However, a Martian unit may be attacked more than
points. The number of railroad hexes each type of Human unit may once each turn. To attack a Martian unit, a Human unit must be ad-
move each turn is shown on the UNIT ABILITY jacent to the Martian unit being attacked. Terrain does not affect com-
CHART (5.14). bat in any way when Human units are attacking Martian units. Martian
units must be attacked one at a time no matter how many Martian units
(5.21) Railroad movement must be along connecting railroad hexes.
are in a hex. During Step 2 of each turn, each Human unit may (but
Destroyed railroad hexes (7.13) may not be used for railroad movement does not have to) attack anyone adjacent Martian unit once.
and are not considered railroad hexes for any purpose. Human Units
may use railroad movement in addition to and/or in combination with (5.43) HOW HUMANS ATTACK
their normal movement. All attacks made by the Human Player during the course of the
game are resolved using the HUMAN ATTACK TABLE (5.40) which
(5.22) To begin railroad movement, a Human unit must be in a railroad
the Martian Player secretly selected prior to the start of the game. The
hex not adjacent to any Martian unit. The Human unit may have begun
HUMAN ATTACK TABLE being used is not revealed to the Human
the turn in the railroad hex or may have moved there using normal
Player until the end of the game.
movement. Once the Human unit has reached the s£arting point for its
railroad movement, it need not expend any movement points to move (5.44) To attack, the Human Player selects a hex which contains one or
by railroad. A unit may move along connecting undestroyed railroad two attacking Human units.
hexes one or more hexes up to the limit of its railroad movement as If the hex contains only one Human unit or if only one Hernan unit in
listed on the UNIT ABILITY CHART (5.14). the hex is to attack, the Human Player announces the attack. The
Human Player tells the Martian Player which Martian unit is being at-
(5.23) A unit must use all its railroad movement for a given turn at one
tacked, which Human unit is attacking, and the type of unit attacking
time. A unit may not use railroad movement, then use normal (Infantry, Artillery, or Cavalry). The Human Player rolls three dice; the
movement, and then use railroad movement again in the same turn. Martian Player secretly consults the HUMAN ATTACK TABLE and an-
However, a Human unit may use normal movement before and/or after
nounces the result. The Martian Player determines the result by finding
railroad movement in the same turn. A unit using railroad movement
the list of numbers corresponding to the type of unit attacking. If the
may not enter or pass through any hex adjacent to any Martian unit.
total dice roll was exactly equal to any number on the list, the Martian
The terrain in any railroad hex being used for railroad movement in no unit is destroyed. If not, the attack has no effect.
way affects that railroad movement. The presence of other Human
EXAMPLE 7: Hex 2413 contains one Human Artillery unit and one
units in railroad hexes being used for railroad movement does not affect Human Infantry unit. Hex 2414 contains one Martian Cylinder. The
that railroad movement. Human Player decides that only the Infantry unit is to attack the Martian
EXAMPLE 6: A Human Cavalry unit begins Step 2 in hex 0825. The Cylinder and announces this fact. The Human Player rolls three dice.
Cavalry unit moves into hex 0824 (expending one movement point) and The total rolled is 6. The Martian Player compares the total rolled (6)
then into hex 0823 (expending two movement points). Since the with the "Infantry" section on the HUMAN ATTACK TABLE. Since
Cavalry unit is in a railroad hex, it may now move using railroad the total rolled (6) appears on the HUMAN ATTACK TABLE that is
movement without expending movement points. The Cavalry unit being used in this game, the Martian Cylinder is destroyed. If the total
moves along the railroad 10 hexes (its maximum railroad movement, see rolled had been, for example, 13, the attack would have had no effect
(5.14) ) until it reaches hex 1617. The Cavalry unit has two movement on the Martian Cylinder (since 13 does not appear in the Infantry section
points remaining which it may use for normal movement. It moves by of the HUMAN ATTACK TABLE).
normal movement into hex 171a (expending one movement point) and If there are two Human units in the same hex and both are to attack
into hex 1a1a (expending its last movement point) and ends its the same Martian unit, the Human Player has a choice of how to attack.
movement for the current turn. The two Human units may attack individually or combined. If the units
(5.3) HUMAN STACKING (MORE THAN ONE UNIT PER HEX) attack individually, two separate attacks (as described above) would be
The number of units the Human Player may place in a single hex is resolved.
limited. If the two Human units are to attack combined, the Human Player
(5.31) No Human unit may ever be in the same hex as a Martian unit ex- announces that fact. The Martian Player secretly consults the HUMAN
cept when a Martian Cylinder has landed in the same hex as a Human ATTACK TABLE and notes the list of numbers for the combination
unit. If a Martian Cylinder lands (and survives) in a hex with one or more being used. The Human Player now rolls the three dice TWICE, since
Human units, the Human units must be moved out of the hex in the there are two attacking units. Both the first and second die rolls count
next Human movement step. If for any reason the Human unit or units as a regular die roll. If the first die roll destroys the Martian unit, the
are unable to move out of the hex in the next Human movement step, remaining Human unit may not attack any other Martian unit.
they are immediately destroyed (4.4). EXAMPLE 8: Hex 1209 contains one Human Cavalry unit and one
Human Infantry unit. Hex 1109 contains two Martian Tripods. The
(5.32) No more than two Human units may be stacked in the same hex
Human Player chooses to have both Human units attack one of the
at the end of Human movement (Step 2) or reinforcement (Step 3). This
Martian Tripods in a combined attack. The Human Player announces
restriction applies ONLY at the end of Step 2 and Step 3 of each turn.
the attack and rolls three dice for each attacking Human unit. The dice
Human units may move over or through other Human units during
totals are 17 and 11. The Martian Player consults the HUMAN ATTACK
movement so long as they are not overstacked at the end of movement.
TABLE (in the "Infantry and Cavalry" section) and finds that the 17
Human units forced to retreat by Martian attacks may be temporarily
result has destroyed the Tripod.
overstacked so long as this is corrected during the next Human
Note that a dice roll is made for each attacking Human unit, regar-
movement step.
dless of whether the attack is individual or combined. Using a combined
(5.33) Human units brought in as reinforcements (6.0) may not be over-
attack rather than an individual attack has the effect of altering the
stacked at the end of the Human reinforcement step (Step 3).
possible outcomes on the HUMAN ATTACK TABLE.
(5.34) The type of terrain in a hex does not affect the stacking
(5.45) If one Human unit is in a hex alone, it may attack anyone ad-
limitations.
jacent Martian unit. If two Human units are in the same hex, they have
(5.4) HUMAN ATTACKS several options. They may attack the same Martian unit individually.
Human units may attack Martian units using the following rules. They may be combined against the same Martian unit. They may in-
Combat is strictly voluntary, but there are no direct harmful effects for dividually attack Martian units in two different hexes. They may choose
Human units which attack Martian units. not to attack at all. If one of the two Human units attacks, the other unit
(5.40) HUMAN ATTACK TABLES (See set of separate sheets.] is not required to attack. Each Human unit may attack only one Martian
(5.41) No Human unit may attack any Martian unit until the Martians unit per turn. However, a Martian unit may be attacked several times in
become "hostile." At the start of the game, no Martian units are con- the same turn.
sidered to be hostile. (The Humans around the first Cylinders to fall (5.46) When a Martian unit is destroyed by an attack, it is immediately
were curious but had no particular reason to suspect that an invasion and permanently removed from the mapsheet. Attacking Human units

4
may NOT be advanced into the empty hex. and whether Tripods in the hex are "inside" or "outside" the Cylinder.
(6.0) STEP 3 - HUMAN REINFORCEMENTS (7.21) When a Cylinder lands, its three Tripods are stacked beneath it,
During Step 3 of each turn, the Human Player receives additional and the Tripods are considered to be inside the Cylinder. During any
units into the game as reinforcements. following Step 4, one or more Tripods may emerge from the Cylinder.
(6.1) On Turn 1 and all later turns in which the Martians have NOT There is no movement point cost for emerging and the Tripod may
become hostile (see (5.41) l. the Human Player receives one of each move freely and normally once outside of the Cylinder or remain in the
type of unit (Infantry, Cavalry, and Artillery) as reinforcements. On the Cylinder's hex. A tripod may not move out of the landing hex or attack
turn following the turn when the Martians become hostile and all later out of the landing hex unless it is outside of the Cylinder. Martian
turns, the Human Player receives two of each type of unit as rein- Tripods may emerge from their Cylinder during Step 4 of the turn of lan-
forcements. ding.
(6.2) Reinforcements may be received at any of the six predetermined (7.22) The maximum number of Martian units which may be in a single
depot hexes (see (6.5) I. However, the units may not be received at any hex at the end of any step is three Tripods and any number of Cylinders.
destroyed depot hex or in violation of the stacking limitations (see However, Martian Tripods which are inside Cylinders do not count
(5.5) I. against stacking. Any number of Martian Cylinders may be landed in the
same hex, but no more than a total of three Tripods from all the Cylin-
(6.3) Reinforcements may be brought in at any combination of un-
ders could be in the hex and outside their Cylinders.
destroyed depot hexes so long as no units are overstacked. Rein-
Martian Tripods may move over other Tripods and Cylinders in
forcement units must be brought in on the turn due; they may not be
violation of stacking so long as they are not overstacked at the end of
held and brought in on a later turn. If the destruction of depot hexes
any step. Terrain does not affect Martian stacking.
prevents some or all of a turn's reinforcement units from being placed
on the mapsheet, they are lost and may never be brought into play. (7.3) MARTIAN ATTACKS
During Step 4 of each turn after all movement has been completed.
(6.4) During Step 3 of each turn, any Human units which were disrup-
Martian units may attack Human units. Attacking is completely volun-
ted (see (7.35) ) on the previous turn by Martian attacks regain their nor-
tary.
mal status and are turned right side up.
(7.30) MARTIAN ATTACK TABLE (see separate sheet.)
(6.5) The various HUMAN DEPLOYMENT CHARTS represent op-
DICE ROLL MODIFICATION FOR MARTIAN ATTACK TABLE
tiona I locations of the Human Depots (where reinforcing units are first
(see (7.34) ).
placed on the map). The selection of which chart is being used is made
secretly because the Martians would not be able to identify the precise CLEAR TERRAIN -0
location of these points. If a depot is in a city hex that has been CITY - -2
destroyed (7.13), it may not be used to bring in reinforcements. WOOD/PARKS - -1
(6.6) The total number of Human units which may be brought into play HILLS --1
during the game is limited to the number of playing pieces (of each
Railroads, rivers, depots, and bridges have no effect on combat. The
type) provided with the game. Destroyed Human units may not be
modification shown is applied to the dice roll before consulting the
reused. It is possible that, due to destruction of depot hexes or a delay
MARTIAN ATTACK TABLE. An adjusted dice roll of less than 2 is con-
in Martian "hostility" (5.41), the Human Player may not be able to bring
sidered to be 2.
all 54 of his units into play. It is also possible that all 54 units will have
been brought into play by Turn 9, leaving the Human Player with no (7.31) During Step 4, only Martian units may attack. Each Martian unit
reinforcements for the last three turns. may attack only once each turn. However, each Human unit may be at-
tacked more than once in the same turn. Martian units always attack
(7.0) STEP4 - MARTIANS MOVE AND ATTACK one at a time. A Martian unit may only attack a unit or units which are
During Step 4 of each turn, Martian units may move and attack. All adjacent. A Martian unit may attack one or more adjacent Human units
movement must be completed before any attacks are made. in the same attack up to a maximum of four Human units.
(7.1) MARTIAN MOVEMENT (7.32) A Martian unit may always attack any adjacent unit, regardless
During Step 4 of each turn, only Martian units may be moved. The of the terrain in the adjacent hexside (for instance, riversl. However, the
only exception to this is retreating Human units at the end of Step 4 terrain in the hex or hexes being attacked may alter the dice roll used in
(see (7.36) I. the attack (see (7.34) ).
(7.11) Martian movement is handled exactly like Human movement (7.33) HOW MARTIANS ATTACK
with the following exceptions: During Step 4 of each turn after all movement has been completed,
A. Once landed, Martian cylinders may never be moved. the Martian Player may begin his attacks. To conduct an attack, the
Martian Player indicates a Martian unit which is to attack and one or
B. Martian Tripods all have a movement allowance of four
more adjacent Human units which are to be attacked. The Martian
movement points per turn. A Martian Tripod expends one movement
Player rolls two dice and cross references the dice roll with the number
point to enter each hex regardless of terrain type. Martian Tripods may
of Human units being attacked on the MARTIAN ATTACK TABLE
enter any type of hex and may cross any type of hexside, including large
(7.301. The result is applied immediately to the Human units affected.
river hexsides. Martian Tripods do not pay any additional movement
The dice roll in a given attack may be affected by the terrain in the hex
points for crossing river hexsides.
or hexes being attacked (see (7.34) I.
(7.12) Martian units may never use railroad movement. A Martian
(7.34) TERRAIN AND COMBAT
Tripod may never enter, pass through, or stop in a hex containing one
Terrain does not affect a Martian unit's ability to attack in any way.
or more Human units (exception: see landing (4.4) I. Martian Tripods
A Martian unit may attack into any type of hex and across any type of
are under the same restrictions when moving adjacent to Human units
hexside. However, the terrain in a hex being attacked may change the
as Human units are when moving adjacent to Martian units. Martian
outcome of an attack by modifying the dice roll. These effects on the
units may advance after combat (see (7.37) I.
dice roll are shown beneath the MARTIAN ATTACK TABLE (7.30). If a
(7.13) Whenever a Martian Tripod enters a hex containing a railroad, a Martian unit is attacking Human units in more than one hex with dif-
"railroad destroyed" marker is placed in this hex. Thereafter, that hex is ferent terrain types, the entire attack is considered to be against the
not considered to be a railroad hex. Whenever a Martian Tripod enters a type of terrain most advantageous to the Human units.
city hex, that hex is marked with a "destroyed city" marker. If a city and
(7.35) COMBAT EFFECTS
a railroad are in the same hex, a "destroyed city" marker is used to
The results on the MARTIAN ATTACK TABLE and their effects are
represent the destruction of both. Reinforcements (6.0) may not be
as follows:
initially placed in a Depot hex (6.5) that is in a "destroyed city" hex.
Destruction of city hexes is the primary goal of the Martian Player. City NE - No Effect - The attack has had no effect on the defend-
and railroad hexes may also be destroyed by the landing of Martian ing Human unit or units.
Cylinders (4.2). Bridges are never considered to be destroyed since they D - Disrupted - The defending Human unit or units are dis-
represent not only the specific railroad bridge but also other bridges and rupted. They are turned upside down. They remain in place until all Mar-
ferries. A city hex cannot be destroyed more than once. Destroyed city tian attacks (including any later attacks on the now disrupted units
hexes are still considered to be city hexes for all purposes except win- during the same step) are completed. After all Martian attacks for the
ning the game (8.0). current turn are completed, all disrupted Human units are retreated two
(7.2) MARTIAN STACKING (MORE THAN ONE UNIT PER HEX) hexes by the Human Player (see retreats (7.36) ). If a disruption result is
The number of Martian units which may be stacked in a single hex is rolled against a Human unit which is already disrupted (by a previous at-
dependent on whether or not there is one or more Cylinders in. the hex tack in the same turn), the Human unit is destroyed and removed from

5
the game. If the destruction of a Human unit leaves the hex vacant, an (9.0) OPTIONAL RULES
attacking Martian Tripod may advance into the vacated hex, ignoring One or more of the following optional rules may be added to the
any restrictions on movement (7.37). game. Either of the first two alone may be used to help balance the
X - Destroyed - The defending Human unit or units are game in favor of a less skilled or experienced Player. If both are used,
destroyed and removed from the game. If the destruction of a Human they will tend to balance against each other. The third optional rule
unit or units leaves the hex vacant, an attacking Martian Tripod may ad- slightly favors the Martian Player in that he can gain a second chance
vance into the vacated hex (7.37). against an overly clever Human Player.
(9.1) HUMAN NAVAL UNITS
(7.36) RETREATS As an optional rule, the Players may wish to use the three Human
After all Martian attacks in a turn have been completed, all disrupted Naval units. Naval units enter the game during Step 3 (Human Rein-
Human units must be retreated two hexes. These disrupted units forcement Step) of a given turn. Naval units may not be brought into
remain face down until the end of Step 3 (Human reinforcements) of the game until two turns after the Martians become hostile (5.41). Only
the next turn. While turned face down, they may not move or attack. one Naval unit may be brought in on anyone turn.
After these units have been retreated, one or more Martian Tripods Naval units may enter the mapsheet from hexes 2710 and 2711 only.
which are adjacent to the original hex of any retreating Human unit may If one or both of these hexes is occupied by Martian units, the Naval
advance (one hex) into the vacated hex (7.37). This may not be done in unit being brought in that turn may be held for a later turn or be placed
violation of stacking. Only Martian Tripods may advance after an attack. in one of the two entrance hexes (even though it will be in the same hex
A Martian Cylinder may NEVER be moved out of its original landing as a Martian unit). Holding a Naval unit for a later turn does not change
hex. the restriction of only one Naval unit entering per turn. The arrival time
No Human unit may ever be retreated into a hex which is adjacent to of a given naval unit is the choice of the Human Player, and the arrival
any Martian unit unless that hex is occupied by one or more Human turn need not be chosen in advance. Use of this optional rule gives the
units. Human Player the option of using one or more Naval units; it does not
Retreating units may not be overstacked unless there is no other hex require him to do so.
into which the units can retreat.
If a retreating unit may not retreat without entering a vacant hex ad- (9.11) MOVEMENT
jacent to a Martian unit, it is destroyed. A Naval unit may move only in hexes which contain large rivers. A
Human units may not be retreated across hexsides which they Naval unit must move from one large river hex directly into another
would not normally be able to cross (large rivers), if forced to do so by large river hex, along the river. (Example: a Naval unit could not move
combat, they are destroyed. directly between hexes 1313 and 1412, even though they are adjacent
EXAMPLE 9: Hexes 1920 and 2020 each contain one Martian river hexes. A Naval unit would first have to enter hex 1413.) A Naval
Tripod. Hex 2120 contains one Human Cavalry unit and one Human In- unit may move up to 10 hexes per turn. Other terrain in a large river hex
fantry unit. Hex 2019 contains one Human Artillery unit. The Tripod in has no effect on the movement of a Naval unit. No more than one Naval
hex 2020 is to attack all three adjacent Human units. The Martian Player unit may occupy a single hex; however, Naval units do not affect the
rolls two dice. The result is 10. This result is reduced by one (making it a stacking of Human land units. A Naval unit may enter the same hex as a
9) because at least one Human unit being attacked is in a woods hex. Martian unit; however, it must immediately stop and move no farther
This result (9) is cross-indexed with the number of units being attacked during that movement step. If a Naval unit begins a movement step in
(three) on the MARTIAN ATTACK TABLE. This result is a "D" the same hex as a Martian unit, it may not move during that movement
(Disrupted). The three Human units are now turned face down. step. If a Naval unit moves adjacent to a Martian unit, it must either stop
The Tripod in hex 1920 now attacks the single Human Artillery unit and move no farther or move into the hex with the Martian unit. If a
(which is Disrupted) in hex 2019. There is no dice roll modification since Naval unit begins a movement step next to a Martian unit, it has the
the unit being attacked is in a clear terrain hex. The Martian Player rolls following options: (1) it may remain in the same hex, (2) it may move in-
two dice. The dice roll is a 6. This result is cross-indexed on the MAR- to a hex which is not adjacent to any Martian unit and then move freely,
TIAN ATTACK TABLE which shows a Disrupted result. Since the (3) it may move into an adjacent hex containing one or more Martian
Human unit was already Disrupted, this second Disrupted result units, or (4) it may move one hex (since this would put it adjacent to
destroys the unit, and it is removed from the game. another Martian unit and it would be required to stop).
At the end of combat, the two Disrupted units in hex 2120 must be Naval units affect the movement of Martian Tripods the same as
retreated. The Human Player retreats the Infantry unit into hex 2119 and other Human units with the following exception. A Martian Tripod may
the Cavalry unit into hex 2219. The two Martian Tripods may now ad- move into a hex with a Naval unit but must stop and move no farther
vance into the vacated hexes. The Tripod in hex 1920 advances into hex that movement step. If a Martian Tripod begins a movement step in the
2019, and the Tripod in hex 2020 advances into hex 2120. same hex as a Naval unit, it has the same options as described above for
Naval units.
Note that at no time may a Martian unit be in the same hex as a non-
(7.37) ADVANCE AFTER COMBAT
Naval Human unit (exception: see landing (4.4) l,
Martian Tripods which have been successful in combat may ad-
vance into the hex occupied by the defeated (destroyed or retreated) (9.12) COMBAT
Human units. Only Tripods which directly participated in the attack Naval units may attack Martian units during Step 2 of each turn.
against the specific Human units may advance. The number of Tripods Naval units attack after all other Human units have completed combat.
that can advance after combat (into a given hex) is limited by stacking Naval units attack differently than other Human units. Each Naval unit
(7.2). attacks independently and may attack only one Martian unit in a given
turn. A Naval unit may attack a Martian unit in the same hex or a Mar-
(8.0) HOW TO WIN THE GAME tian unit in an adjacent hex. Each attack is resolved with the roll of a
At the end of 12 turns, the game is over, and a winner is determined. single die. If the Naval unit is in the same hex as the Martian unit, the
The Martian Player wins the game by accumulating 125 or more "vic- Martian will be destroyed on a roll of 1, 2, or 3. If the Naval unit is in a
tory points." The Human Player wins the game by preventing the Mar- hex adjacent to the Martian unit, the Martian unit is destroyed on a roll
tian Player from gaining 125 points. of 1 or 2. Any other result is no effect.
At the end of the game, the Martian Player receives one point for Martian units attack Naval units in much the same way they attack
each undestroyed Cylinder and three points for each undestroyed other Human units. A Martian unit may attack only one Naval unit per
Tripod. The Martian Player also receives one point for each city hex turn; and, if a Martian unit attacks a Naval unit, it may not attack any
destroyed. He does not receive points for destroyed railroad hexes other Human unit that turn. The MARTIAN ATTACK TABLE is used in
(unless they are also city hexes). Players should note that the city these attacks. There is no dice roll modification for combat; however, if
destruction markers are numbered 1-99. If these are sorted and used in the attacking Martian unit and the Naval unit being attacked are in the
order, the Players will have a running total of the number of hexes same hex, 2 is added to the dice roll. Naval units are not affected by
destroyed during the game. This will give each Player an idea of how "Disrupted" results; these count as "No Effect."
close he is to winning (or losing) the game. The number of city hexes (9.2) MARTIAN FLYING MACHINES
that can be destroyed during the game is not limited by the destruction It was rumored that near the end of the campaign the Martians were
counters provided. If all 99 counters are in use, it is suggested that the experimenting with flying machines. This aspect may added to the
Players record the hex numbers of some of the outlying cities (those game using the following optional rule.
away from the action) and reuse these counters. One Tripod from each of Cylinder 8, 9, and 10 may be converted to
At the end of the game, this point total is determined. If the Martian flying machines. In order to be converted to a flying machine, a Tripod
Player has 125 or more points, he is the winner. If the Martian Player has must remain in the same hex as the Cylinder for two turns. To show
less than 125 points, the Human Player is the winner. which Tripod has been converted into a flying machine, simply flip the

6
counter upside down. (Players may find it helpful to make a small mark from one planet to another using a giant cannon (with no in-flight
on the back of the counters used for ths purpose to avoid confusing guidance) with any chance of hitting the planet (let alone a specific
them with disrupted Human units.) target on the planet) would be considered absurd. The author also gives
EXAMPLE: A Martian Cylinder lands on turn 8. During turn 9, two the impression that there is no communication between the cylinders
of the 3 Tripods move out of the hex with the Cylinder, but the third on earth and their home planet. The apparent method of propulsion and
Tripod unit remains under the Cylinder unit. During Step 4 of turn 10, lack of communication is the basis for requiring the Martian player to
the third Tripod may move and attack as a flying machine. choose all of his target hexes before the game begins.
Once a Tripod moves from under its Cylinder, it may not later return Perhaps the most interesting part of the design is the combat
and be converted to a flying machine. system. When the Martians land, the Human military knows nothing
(9.21) MOVEMENT about the alien weapons or tactics or how to go about defeating them.
Martian flying machines move by flying during the movement por- The Humans must assume that they can defeat the Martians, if they can
tion of Step 4 of each turn. Movement by flying is unlimited. That is, figure out how. The Humans must, by trial and error, determine which
during a given turn, a Martian flying machine may move from anyone units, or combination of units, will be effective against the Martians.
hex to any other hex. The Martian flying machine may begin this The game combat system depicts this situation very well.
movement in any type of hex and may be moved to any type of hex. Many aspects of the game, including the Human Order of Battle and
Terrain has no effect on the movement of Martian flying machines. A the game map, were intentionally kept rather simple and abstract. The
Martian flying machine may not end its movement in any hex con- designer felt, for instance, that the addition of "historical" designations
taining any Human unit. However, a Martian flying machine may "fly to Human units would have added nothing to the enjoyment of the
over" Human units. This does not hinder or reduce flying machine game.
movement. A Martian flying machine may end its movement adjacent Many players will no doubt note that these game rules were written
to Human units. A Martian flying machine may end its movement in a in a considerably different style than most other games. It was felt that,
hex containing other Martian units; however, it may not violate if done carefully, there is no reason why rules could not be written in the
stacking. A Martian flying machine does not have the ability to move on same way that one would sit and explain the rules to a fellow gamer.
the ground (it does not need it). The designer realizes that some "nardcore" gamers may object to this
style, but perhaps newcomers to the hobby will be better able to under-
(9.22) COMBAT
stand the game. The designer would very much appreciate any com-
For combat purposes, Martian flying machines are treated as other
ments on this subject.
Martian units with one exception. Martian flying machines MAY NOT In conclusion, The War of the Worlds was designed to be a very
advance into a vacated hex after attcking (7.37).
playable and fun game and the designer sincerely hopes you enjoy it.
(9.3) CHANGING THE HUMAN ATTACK TABLE
It is possible that by sound reasoning, carefully coordinated attacks, (11.0) PLAYER'S NOTES
and fortuitous die rolls the Human Player may be able to determine (11.1) ADVICE TO THE MARTIAN PLAYER
which type of unit (or combination) is the most effective. This could Probably the most important decisions that you have to make con-
result in a series of reverses for the Martian Player.
cern your landing plans. You can select your own reinforcement landing
At one point in the campaign, the Humans scored a few successes
hexes, but you have to do this before you have any idea how the battle
in their efforts to halt the Martians, and the Martians withdrew tem-
will go. Then there is the problem of scattering.
porarily. When they returned to the attack, new weapons and tactics
There are several good plans that can be made to work. One
were used which quickly gained the upper hand on the battlefield. It ap-
possibility is to land Cylinders all along the perifery of London and close
pears that the British commanders gained sufficient experience to begin
in. This allows you to cover more territory, but your units cannot sup-
figuring out the Martian system.
port each other against serious counter-attacks. You can land all of your
To reflect this situation in the game, use the following rule.
Cylinders in one area, which will give you maximum security for
The Martian Player may select a new HUMAN ATTACK TABLE if,
unloaded Cylinders but minimum ability to spread out and attack Lon-
at the end of Step 4 of any turn, all Martian Tripods are in the same hex
don.
as or adjacent to a Cylinder (not necessarily a Cylinder bearing the same
Then there is the problem of what to do with the final few Cylinders.
identifying numbed and no Cylinder or Tripod has attacked during that
These must be landed close to the city or their Tripods will never be able
step. The new HUMAN ATTACK TABLE will be used on all sub-
to reach the battle. Landing them directly into the city is risky, but con-
sequent tu rns.
sidering the odds against actually losing a Cylinder, it can yield rich
(9.4) VARIABLE CHARTS rewards. One viable plan is to simply land every Cylinder in London,
The Human Player is provided with six different HUMAN take your chances with the river and the buildings, and destroy London
DEPLOYMENT CHARTS, and the Martian Player selects from one of from the inside out. When landing in London, give yourself every break
six different HUMAN ATTACK TABLES. These tables are provided in you can - aim for the parks. This gives you a 33% chance of a safe lan-
this form to provide a measure of secrecy and uncertainty correspon- ding before doing any adjustments for scatter.
ding to that found in the original campaign. Players may, however, use A good compromise plan would be to land the first six Cylinders in
these charts in several different ways. two groups of three, with the last four going directly into the city. The
Players may, if they choose, make copies of the charts and provide only plan that will not work is one the Human Player can figure out
each Player with a set of the other's charts. Using this method, the before it is too late.
Players may, by process of deduction, determine exactly which chart Providing some protection for the landing zones is a good idea in
their opponent is using. Possession of this information will, of course, that it keeps the unloaded Cylinders free from attack. Unfortunately, the
prove invaluable. Alternatively, Players could not provide such a set of scattering rules make it almost impossible to cover your landing zones.
copies, and (barring a Player with a photographic memory) the process It might be noted that landing everything in downtown London would,
of deduction will not be possible. When using the second method, almost by definition, bring every Cylinder down in the secured rear
Players may, or may not, allow the taking of written notes of past areas.
results. Such written notes would provide a strong indication of which Consider seriously not becoming "hostile" until at least Turn 3. A
combinations of attacks are the most effective. The selection of a good case can be made for waiting until Turn 4 or 5. This reduces tlie
specific method is left to the Players. number of Human units on the mapsheet and gives you a stronger star-
(10.0) DESIGNER'S NOTES ting force. It also gives you less time to destroy the town.
If you were to ask a typical gamer whether an interesting game The Human units are not any faster than you are except when they
could be designed on The War of the Worlds, he would surely say use the railroads. Destroy railroads, particularly key junctions, any time
"No". After all, if you follow the "historical" outcome of the campaign, you can. If you can identify reinforcement hexes, move on them and
the game would consist of nine turns of the Martians destroying destroy them.
everything in their path and on turn ten, the Martians would all die of a There is no benefit in remaining inside of the Cylinders once landed
miscellaneous earthly disease and the game would be over. so unload and get ready for action! Do not try to defend unloaded Cylin-
However, one easily believable "what if" can make The War of the ders. They can take care of themselves. You have only 30 mobile units
Worlds a very gameable subject. "What if" the weapons and overall for attacking London, and you need twice that many.
military technology of the Maritans and Humans had been a little more One final note: the six HUMAN ATTACK TABLES are all
evenly matched? This is the assumption upon which the design of this mathematically identical. There is no mathematical advantage of one
game is based. over another. You can spend hours agonizing over which one to pick, or
An important point to be mentioned is that the designer attempted just roll a die. It really will not matter.
to limit his scientific data base to the knowlege of the author at the time (11.2) ADVICE TO THE HUMAN PLAYER
the book was written. For instance, today the idea of firing a spacecraft If there is one most important principle for the Human defense of

7
London, it is that you cannot win this game by defending anything. THE WAR OF THE WORLDS was published by Task Force Games,
Your only chance to win the game is to attack every Martian unit with 405 South Crockett, Amarillo, Texas 79106 (Telephone (806) 376-6229).
every available regiment every turn. If you can attack an unloaded Cylin- Dealer Inquiries are welcome. Hobby and Game Stores, please ask for a
der, do so. Defending on beneficial terrain (cities, woods, hills) is a good list of qualified wholesalers. Task Force Games are available to in-
idea, but attacking from such terrain is even better. dividuals in hobby stores and from several direct mail companies.
If the Martian Player remains unhostile, surround his units so that Games are not directly available to stores and individuals from Task For-
when he first moves or attacks you can immediately counter-attack. ce Games. Please do not order from us. If your hobby store does not
Once he has broken out of his landing hexes, you must form a line of carry Task Force Games, send us his name and address and we will
units (and empty hexes adjacent to units) screening London. This line have our wholesalers contact him.
must be long enough that he cannot go around it. When he attacks We will cheerfully answer any questions on the rules of our
your line, concentrate surplus units (always keep the line itself intact) games. Please phrase your question in such a way that it can be an-
where his spearheads are, and attack them relentlessly. swered yes or no, or perhaps with a few words, and include a stamped
Avoid revealing all of your depot hexes in the first couple of turns. self-addressed envelope. Task Force Games is actively seeking free-
Naturally, aggressively defend your last few depot hexes. Sacrifice units lance game designers for future games, and responsible playtest groups
to work on current projects. Please inquire. Individuals with suggested
if you have to; they don't count towards winning or losing. The railroads
changes, expansions, revisions, sequels or additional material for this,
are critical, and in the later stages of the game, you will find yourself
or any other Task Force Game are invited and encouraged to contact
desperately defending your last latteral rail links.
us.
Never retreat except to block a hole that a Martian Tripod could
THE WAR OF THE WORLDS is Copyright © 1980 by TASK
move through. It will not do you any good to run. You cannot move any
FORCE GAMES. All rights are reserved under the International and
faster than he can, and you are not trying to save your army anyway;
Pan-American Copyright Conventions.
you are trying to save the city.
Printing by Standard Printing Co. of Amarillo, Texas. Die cutting
(12.0) CREDITS
by Freedman Die Cutters, New York, New York.
Game Design . . . . . . . . . . . .. Allen D. Eldridge
Design of
Human Attack Tables . Stephen V. Cole, PE
Graphics . Allen D. Eldridge, Stephen G. Wilcox
Rules Editing . Leanna M. Cole, Stephen V. Cole
Production . Allen D. Eldridge
Cover Painting by . Alvin J. Belflower
Playtesting . R. Vance Buck, Mark H. Moody,
Leslie Dixon, Barry A. Jacobs,
Stephen G. Wilcox, David W. Crump,
Stephen V. Cole.

(5.14) UNIT ABILITY CHART

COST TO ENTER HEX OR CROSS HEXSIDE


MOVEMENT RAILROAD
UNIT LARGE SMALL
ALLOWANCE MOVEMENT
CLEAR HILLS WOODS CITY RIVER RIVER BRIDGE

HUMAN
Artillery 4 10 1 2 2 2 NA +3 +0
Infantry 4 15 1 1 1 1 NA +2 +0
Cavalry 5 10 1 1 1 2 NA +1 +0

MARTIAN
Tripod 4 - 1 1 1 1 +0 +0 +0
Cylinder 0 - - - - - - - -

HOW TO USE UNIT ABILITY CHART


The left side of the UNIT ABILITY CHART shows the movement
allowance of each type of unit and the number of railroad hexes which
each type of Human unit may move in a single movement step. The
right side of the chart shows the number of movement points which
a unit must expend to enter a given type of hex or cross a given type of
hex side. For example, a Human Cavalry unit must expend two move-
ment points to enter a city hex. A Human Artillery unit must expend
an extra three points to cross a small river hexside (in addition to the
cost of entering the hex onthe other side of the river).

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