(For 2 Players)
Chopper Strike is a three-dimensional military strategy game for two players. Each player’s force consists of six choppers and six jeeps (mobile AA gun carriers). Players move combinations of choppers in the air and jeeps on the board in an attempt to destroy each other’s force.
OBJECT OF THE GAME:
Be the player to first destroy either all your opponent’s
choppers or jeeps.
TO SET UP THE GAME:
1. Place
the board lengthwise between the players. Refer to picture on cover.
2. Place
your choppers on any spaces in the back row (spaces nearest you) on the upper
plastic level.
3. Place
your jeeps on any spaces in the back row on the game board. Jeeps may be placed
on a space directly under a chopper.
RULES:
Movement of Playing Pieces
1. The
player with the light-colored force moves first, and players take turns rolling
the two dice.
2. The
black numbered dice determines the number of playing pieces (choppers or jeeps)
that may be moved.
3. The
spotted dice determines the number of spaces that each piece must move.
4. Choppers
always move on spaces of the upper level plastic platform. Jeeps always move on
the board spaces.
a. Choppers may move onto all spaces,
across the hill and lakes without restriction.
b. Jeeps may not move across the hill or
lakes (unnumbered squares near the center of the board).
C. Jeeps may cross into opponent’s side of
board by passing between the hill or lakes.
d. Choppers may jump a space occupied by
one of their own choppers or an enemy chopper (not diagonally) provided there
is an empty space beyond.
e. Jeeps may not jump other jeeps.
f. Two pieces on either level (choppers
or jeeps) may not occupy the same space at the end of a move.
5. Players
may choose to move choppers only, jeeps only or a combination of both.
6. Choppers
and jeeps may move in any direction, but not diagonally. They may turn corners,
go forward, backward and sideways but cannot move back and forth over the same
two spaces in the turn.
7. A
player must move the number of spaces and the number of pieces rolled on the
dice.
a. If you have fewer pieces than roll of
dice allows moving, move only what you can.
Opposing forces engage in combat as follows:
1. Chopper
vs. Chopper
a. If a chopper during a move jumps over an opponent chopper,
it destroys the opponent chopper. Destroyed choppers are removed from the game.
A chopper may jump its own choppers without causing damage.
b. If
a chopper ends his move on a space next to an enemy chopper, he may jump and
destroy the enemy chopper, providing there is an open space on the other side.
c. A
space occupied by a chopper being destroyed is not counted as a space of the
move.
d. A
chopper may destroy one, two or more enemy choppers in a single turn.
2. Chopper
vs. Jeep
a. If
a chopper ends his move directly over an opponent jeep, the jeep is bombed and
removed from the game.
b. The
chopper player must call “HIT” to destroy the jeep or the jeep is not bombed
and remains in the game.
3. Jeep
vs. Chopper
a. If
a jeep ends its turn directly under an opponent’s chopper, the chopper is shot
down by AA fire and removed from the game.
b. The
jeep player must call “HIT” or the chopper is not destroyed and remains in the
game.
c. If
a jeep is directly under a chopper at the beginning of a turn because the
chopper player did not call “HIT”, then the jeep player by calling “HIT” can
destroy the chopper by calling “HIT” before he rolls the dice to take his turn.
d. The
chopper player may destroy the jeep in the same manner as above if the jeep is
left under the chopper without its player calling “HIT.”
4. Jeep
vs. Jeep
a. A
jeep can destroy an opponent’s jeep by ending his turn on the same space
occupied by the opponent.
TO WIN THE GAME:
Chopper Strike is won in either of the following two ways.
1. A
player destroys all of his opponent’s choppers.
2. A
player destroys all of his opponent’s jeeps.
1. Coordinate
moves of choppers and jeeps so they can be used to protect each other.
2. Avoid
spacing choppers on alternate spaces, thereby making it more difficult for an
opponent to jump more than one chopper at a time.
3. Watch opponent’s moves carefully as air to ground angles can fool you.