Capital Punishment Game Rules Page 01
CAPITAL PUNISHMENT®
Take the Offensive!
Maneuver your Criminals along the Path of Justice into Life Imprisonment,
Death Row, or the Electric Chair.
Or Win With An Aggressive Defense!
Bring your Liberals out of their Ivory Tower. Use them to spring your
opponent's Criminals from the Path of Justice, and send them back onto
The Street where their activities make your opponent's Innocent Citizens
into Victims of crime.
RULES FOR TWO PLAYERS
OBJECT OF THE GAME
CAPITAL PUNISHMENT is an offensive/defensive strategy game. You can win
the game in one of two ways: by maneuvering all 4 of your Criminals into
prison (any combination of Life Imprisonment, Death Row, or The Chair);
or by using your Liberals to knock your opponent's criminals off the Path
of Justice back onto The Street so many times that your opponent loses
all of his Innocent Citizens as Victims of violent crime.
COMPONENTS
Each player gets 4 Criminals, 2 Liberals, and 15 Innocent Citizens. Each
player's Criminals and Liberals are the same color.
TO START
Place your 4 Criminals on The Street at the entrance to The Path of Justice,
and your 2 Liberals in the Ivory Tower, and your 15 Innocent Citizens
on the spot so marked at the edge of the board for each player.
THE PLAY
Roll 2 dice once each turn.
You may move a Criminal from The Street onto The Path of Justice only
by rolling an even number (2, 4, 6, 8, 10, 12), moving forward the number
of spaces equal to the dice total.
You may move one of your Liberals out of the Ivory Tower on any throw
of the dice. Liberals may move in any direction, but they may not enter
Death Row or cut through Life Imprisonment from the prison side of The
Path of Justice.
You may move one of your Liberals or one of your Criminals already on
The Path of Justice the number of spaces shown on the total throw of the
2 dice, or the roll of the dice may be split (1 playing piece, one die)
between 2 Liberals anywhere, or between a Liberal and a Criminal already
on The Path of Justice, or between 2 Criminals already on The Path of
Justice.
With the exception of Life Imprisonment and Safe blocks, no more than
1 Liberal may occupy the same block. With the exception of Safe blocks,
Death Row, Life Imprisonment, and The Chair, a Criminal may not occupy
a block with another Criminal or with a Liberal belonging to either player.
A player who finds all of his possible moves blocked by the positioning
of other pieces loses his or her turn.
If a player lands one of his Criminals or Liberals on one of three corner
blocks marked "Roll 1 Extra Die," he or she does so on that
turn, but may move only the playing piece that landed on that square.
KNOCKING AN OPPOSING PLAYER'S CRIMINALS BACK ONTO THE STREET
You do this by landing one of Liberals on a square, not marked "Safe,"
already occupied by on of your opponent's Criminals. At that time, you
return that Criminal to The Street where he or she causes one of your
opponent's Innocent Citizens to become a Victim of crime. Place each Innocent
Citizen who has become a Victim of crime on that part of the board marked
"VICTIMS," and return the Liberal to the Ivory Tower. If all
of your Innocent Citizens become victims of crime, you lose the game.
SAFE BLOCKS
There are 4 so marked on the board, and here the Criminals are safe from
Liberals. Liberals and Criminals from both sides may occupy the same "Safe"
block at the same time. Three of the "Safe" blocks appear at
the head of the three Shortcut to Justice paths. Criminals occupying a
"Safe" block may continue on The Path of Justice or take that
particular Shortcut to Justice. A Criminal must first have landed on a
"Safe" block before taking a Shortcut to Justice.
MANEUVERING CRIMINALS INTO LIFE IMPRISONMENT OR DEATH ROW VIA A SHORTCUT
TO JUSTICE
To do this, you must first maneuver one of your Criminals to one of the
three white blocks adjacent to Death Row. On your next turn, if an opposing
Liberal has not landed on your Criminal and sent him back to The Street,
or to an Appeal or Parole Hearing, you may place that Criminal in either
Death Row or Life Imprisonment by throwing an odd number (the total of
the dice). You may not maneuver a Criminal from one of these three white
blocks to anywhere but Life Imprisonment or Death Row.
MANEUVERING A CRIMINAL ALL THE WAY AROUND THE BOARD INTO LIFE IMPRISONMENT
A Criminal in this case is not required to land on the "Safe"
block in order to proceed to Life Imprisonment, but must throw the exact
number required to move in (on one of the die or the total of both dice).
MOVING A CRIMINAL FROM LIFE IMPRISONMENT TO DEATH ROW
As your opponent's Liberals approach, you may have second thoughts and
decide to send one or more of your Criminals from Life Imprisonment to
Death Row. You may do this for one of your Criminals on any turn by rolling
an odd number (total of both dice).
FORCING AN OPPOSING CRIMINAL OUT OF LIFE IMPRISONMENT BACK ONTO THE
STREET
In order to force an opposing Criminal in Life Imprisonment back onto
The Street, you must maneuver both of your Liberals into Life Imprisonment.
Once you have maneuvered both of your Liberals into Life Imprisonment,
all opposing Criminals there are sent back to The Street, and a corresponding
number of your opponent's Innocent Citizens become Victims and are placed
in the section for Victims on the board. Return your Liberals to the Ivory
Tower.
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