TEXT: B*A*T*[*L*Er' P*L*A*N
  (2nd revision)
  Copyright 1972 RLchard Loomis
  (fhis material may not be copied by any means, qhether or not
  for profit, without permission. )
  Battle Plan is played. on a map of Europe containing 28
  countries,, 2 of whi-ch(Iceland & Swltzerland) tat<e no part in
  battles, & cannot be attacked.
  Each player in the game starts with $100 million cash, 70
  lpies: 7 counterspies, & a'popularity index in each mi-nor
  counterspieQ, & a.popularity index in each mi-nor
  ing country) of zero. He also has multj-ptiers for
  pt
  (non-playing country)'ot zero. He aiso h
  increasing his resources(explained later). 
  He stirts with one
  occupled country and no controlled.(mlnor) cou-ntries. As hls
  armies capture other countries, they also become occupied
  countries. A player may give certain assets to minor countries
  to infl-uence them. Each ltem given increases the player's
  popularity index in that country. fhe player who has the highest
  index j-n a minor controls that mi-nor(it becomes one of his
  controlled countri-Is-)-IffiEi1 someone else takes it away from him.
  Each occupied. country haq a.home popu-larity index (itlf), 
  an
  army, a navJ: an aif force (,tl'), industry, a missile base (m-l),
  a GNP, amissile reserve, and an =.tui-missile(ABM) reserve. Minoi
  countrles have no HPI or Gl{P, but have a popularity index for
  each plater.Countries may be either occupied. or minor, and may
  change from one situation to the other severaL times. But each
  player must have at least one occupied country at aII times, or
  he has lost the gqme. Thus the object of the game is to take away
  the other players' occupied countries, either by capturing them,
  or causing them to become minor countries.
  Occupied countries begin with 50 armles, 20 navies, JO air
  force.(for countries with no coast, no navf,r but 50 aj-r force),
  10 missiles (none in th mi-ssi-le base, and thus no one can fire
  missiles on the first turn), 20 ABMs, and 70 industry. The HpI
  and GNP both start at 100.
  Mlnor countries start r,rith'1 O armyr.4 nav-y, 5 air force, (tor
  those with no coast, no nary but'10 4f'), 6 industry, no missiles,
  and no ABMs. During the first turn (and any other turn in which
  no one has control of the minor) it will use its i_ndustry to build
  approxi-matgay JA% armies and 2)al AF and navy. If it is Llockad.ed,
  it will build all narries in an attempt to break the blockade.
  At the beginning of each turn, you will get a list of your
  assets, the names of all the countries you occupy or control and
  their assets; and a list of all the countries i-n the world
  telling (a) which couniry controls each coast (b) ff j-t is an
  occupi-ed countryr.which player ovrns it, & (c) if it is a minor,
  wlrat your popularity.is there. You also get your spy reportsr'a
  list of your multipliers, and the world news. [he world news will
  contain a l-ist of missile attacks, naval attacks, AF attacks and
  army attacks. A11 that will be totd ls who attacked. whom, no
  amounts. Belglum fired missiles at Hungary, etc.) you will be
  able to teI1 who won by who controls the country at the end of the
  turn.
  INCOME
  Each player gets an income of g1 million times the combined.
  GNP of all the countries he occupj_es(1ess any penalti_es for
  blockades, etc.) Hea1so gets one polnt for -eacH industry in
  each country he controls or occuples. Points may be used. to build;
  army, narXr, AF, mi-ssi1es, ABMs, and more industry. The number of
  points used is multiplied times the multiplier(tnere it is) of
  what you are buildlng, and the resutE-TE-TEETumber built(iractions
  are dropped, not rounded or saved.). Example: the mlssile mult.
  is 18O/1BO to-start(1/l), 
  so if y6u spend 1O points on missiles,
  you get 'lO missiles. Each point used from one of your occupi-ed"
  couniries(including the one you start with) wifl cbsi y;; $i-;i
  your cash. [his is subtracted" from your total cash as you build.
  You may not use more than h of youx points i-n any country to bui]d
  one kind. of item(unless /z is less thanlo-you cair always-build 'lo of
  anythlng if you have that many polnts). rhis limit is Lpplied tothe
  countri-es doing-the building, not where they are built. 
  Example;
  you can have all of your occupied countries build "lo armies eich'in
  spalnr.bpt.you cf.nnot have spain use all )o of its points to build
  10 armles 1n each of three d.i_fferent countries. Any poi-nts in an
  occupied.country not used to build anything will.automatically be
  used. to increase your GNP, one GNP for one point(lrhis wirl nol cost
  you any money). Any mi-nor'country points no-t used w111 be used. to
  build 50% arnies, and, 2Jol navles, lnd AF. Points cannot be saved
  or glven away.
  
  2
  Any cash-not useil for point building may be savecl or spent
  on: increasing your GNP(cash spe4! x_GNp muttiptier = GNpincrease),
  repai-ri-ng transportatj-on centers(TC)(cost $i0), propaganda in
  your occupied country(cash spelt tlmes upr murtipriarrrpr increase),
  propaganda in q.n eneny occupied. country(each gl spent reituces
  his IlPf by one), propaganda-in a mi-nor-country(ea-crr $r increases
  your.popul"r+I{ !y 1), repairing missile bases(cost $'1O), spies,
  counterspies(cspies), or research. You may not spend moie than'
  20% of -yoar cash o.n any one item(except for paying for use of
  points) unless 20% is less than 10. You may-aiwals spend $10
  on anything. (Sending propagand.a to two djffLrent Louniri-es or
  spend.ing research. on two things are consiclered, two different i_tems
  for this nrle). AI1 tle cash-proiluced. to your occupied countries-
  is ad.ded. to your cash & may all be spent.on one.couirtry o, "pr"u.A
  over many.
  ARMY
  - T.h"r you spend points. on army, you must say whibh country to start
  them il_-_ They may not nove oi attack on the turn you uuita tnem.
  They will d.efend the country you build then in. Ii you bui1d an
  army in a ninor. country with points from your occupi.ba countriJs,
  your inclex in that minor will i-ncrease by- 2. Armies raay move fr6m
  any occupied country to any other. occupied country, or they may
  attack qny bordering country, or they may be giveir'to.ny "cor*t=v
  (by mo\ring then there). You may attaclr overseas(invade)- i-f your-
  navJr(or the navy of any of your mlnors) controls the coast oi
  !otl:.!he country you are attacking from, and the country you are
  r-nvad1ng, _both at the beginning of the turn and at the end of
  the turn. (Therefore you cannot brockad.e a country and invade on the
  same turn). rf_you iose-ffif 
  the coasts durinft irr" t""nr-th; 
  ----
  attack is cancelled.._ Any arny not attacki_ng is detending the
  country^,it^i-s in. 
  You may not attack any one country wif,h more
  1chart rO% of youl aruies. (In other words, if you are-in Spain.
  you can attack Portugal wit]n 45% of your-armJr a4d France wttn'+21".
  but you carrnot attack portugal with atl 9O%)'. lnis iO% i;-iiqur;;A
  on the number of armies that started the turn in the-country(ina-cannot
  be increased by armies buirt or moved there duri-ng tne turn).--io"*
  c_an always attack with at least 10 army(if you haie that nany;.-. 
  --
  You must leave at_ Ieg.st_ one arny in- ealh coiintry(it yo, move" tt em
  all-outr-you should buil-d one there). rf you ab'not-. that'countrv
  will be forceil to "carl up the reserves", L*a ii ;iii 
  g"t-o""*---"
  free army, but your popuririty will drop'there tr.rwotlce irr"t :_t
  you want to occupy a minor that y-ou_already contioi, yo, *"y-t"v.
  its armies attack'someone eIse, inihi-r-e yorr"""m:-"s-"ttAck it; il;-
  .^f!_yif}_al-ways_have at least ori.e army iefi.) 
  -_ -
  AITACI(S WIIH NBMIES
  fn an attg.ck, if there are more attacking armies than defendine
  arml-es, I99 attacker wi-ns. Otherwise the defender wins. fhe "
  wr-nner wr-rl l-ose a small-er amount of army than the l0ser(the more
  you outnumber himr the smaller your rossLs). ri-irre armies are
  exactly the same pi?", the d-efender wins, ind nas-bne army lef,t.
  rf 2 or more countriei attack the same c6untry at the same time. &
  the _defend.er wins, ar1 the attackers are wipeh o"t.---rr*tir""ifii"t"=.
  win(their armi-es are combinea io=-i[e-"iti"t), 
  Ji"'or the attackers
  will take over the losing country, and the oiti"=s-wiIl retu=rr-io---
  where they started from(ifter taling their srrare-or-t["-i;;;").
  The arracker with the most armies hls the uest-ciranee of beingl
  the one to take over. Irlote that if -the return:-nj-armies io-n8*"
  to find that thej-r home country wag taken over-ti an enem! whire
  they were goner.the enemy gets-contror oi irr"-*=ftiu"r so it is
  very r-mportant to, leave_a garrison force behind if there is any
  ehance.of being attacked.. -rt z countries "i[".t-euctr otrrerr-lle""
  attacking forces battle it out with each oitie"-ii=lt, then in"-----
  winner conti-nues on to attack tris tar[et. - -ii-y;;; 
  armles attack a
  ::::*f^?"d 
  91"; that.,countly +s_added to your".ii"t or occup:.eo-- -
  counfrr-es. rt 10ses J4 0f its industr{_and. gets a starting itpi ot,too.
  lf it was a minor beforeo it.gets a cfup oi To;- ir-a-minoi t;; --
  control- occupies a country, iI does not become an occupiea 6ountry,
  but instead all of 1ts polflarity ind.exes "="-="d""ed to zero- enrl
  your inciex there is ma{e -equal tlo l/+ or your ihd;;-i"-;irJ-iliioi'"in"t
  capturecl it for you. Noti-ce that ir.you si"" $To-propaganda to a
  mi nor !o get popularity on_ the same tlrn !ili 
  ;; 
  'couiriiy aure*tJ ti,"t
  minor.in battle, your lopularity is immediaf"ry-"u""""a. rf an
  occupt_ed country J-s captured by a minor, it becomes a
  
  1
  minor country(this is one way to change an occupied country to a
  minor country). If you attack a minor with armies and 1ose, your
  index there becomes zero.
  NA\TY
  When you build navy with your points, you must say which coast to
  build it on. If that coast ls controlled by a minor, the,navj_es
  belong to it, and your lndex in that mlnor is lncreased by 2. 
  A
  country cannot build navy unless it has a coast. Also it cannot
  buifd. navies on other coasts j-f its own coast. is blockad.ed. (It may
  build navies on its own coast, which immed.iately attack the
  blockad.lng forces. Notice that any time a country builds navy on
  its own coast, and it does not control that coast(even if an Llty
  does) the newly built navies attack the others.) Navy may move t-o
  any coast you control, attack any coast, or be given to any country
  (by moving them to a coast that country controls.)(wote: Minors
  9ann9t give away.anything). Battles are fought the same as army
  battles, except if two countries attack each other, they do not
  battle it out f1"g!, but each goes on to attack the other. Tf you
  win, you control that coast, and. that country is blockaded.. Hi;
  cash income and points from that country d.rop 1/1 until he takes
  control back. (Ex: you have 6 ir:;*stry Lnd tLus 5 points. you are
  blockaded. Next turn you stilI have 5 ind.ustry, but only 4 points).
  His HPI drops 10 for every turn he is blockad.ed. If you-hav-e a
  countrtr blockaded, and want to ado rore navies to the-bl-ockade. you
  do No0'attack agai-n. You merely move more navies. there(under r'MblrES,'
  on you turn sheet. )
  AIR FORCE
  Bui-1ding air force i6 the same as army or navy. AF may be used to
  attack the following in any enemy country in the world: army, navXr
  industry-, t0(explained later), or midsile base. Of AF *ay a6fena"'
  any of those in 1ts own country. Any AF not used. for anylhinq efse
  wi-l1 automatlcarly defend. army in the country it is in. " (NotE tnat
  newly bui-lt or moved AF cannot attack, but it can defend). Enough
  attacking Af to equal d_efending AF(if-any) witl be used io fight"
  the d"efenders. Each will lose approximately the same number 5r m'.
  Any remaining attacking AF will each have k- chance of d.oing some
  d.amag_e. -Any AF successful in doing damage will: destroy tfie [c or
  missile base, or '1 army, 1 rtatry, oi "1 ind.ustry. If in Ln attack
  on army or na\y, there are mor6 defending AF than attacking AF, the
  remaini-ng defenders will each have h a c[ance of destroyi-n[ an'
  attacking army or narry(if any). you cannot attack any tariet with
  more than 20% ot your total AF of one country(unless 2O",t iZ feis 
  --
  than '10-you can always attack with up to 1O). Attacking two
  dlfferent targets in the same country with ZO% each is illowed.
  You eannot defend. a blockade urith aii force.
  MfSSfI,ES
  Building msls 1s the same as army, except 1t you build them in a
  minor, your lndex there increases']. Msts built in a count"y "="
  placed in that country's misslre reserve(and may not be pracLa in
  the msl- base that turn). MissiLef 1l a reserve ma7-ue gi"J" 
  "way
  or placed in.your.missile base(not fired. or placed.-in sSmeone "rles
  massile base). Minors may only place missiles in their own base.
  Missiles placed i-n a base may not be fired that turn. Mi_ssiles in
  a base may be flred anywhere in the.world at army, missile uaser-rc,
  or ind.ustry. Note they cannot be fired. at navy. 'rf a msr is n6t 
  )
  stopped by an ABM, it will destroy a msl base, a TC. or 10 armies.
  or ! industry. A player's Hpr drops z for ea6h ms1'that hits-hi;'
  country. Note once. a- ms1 i-s placed in a base, it can be left there
  or fired.. ft cannot be taken-back out or glven away.
  ABMs
  same as missiles, but are not put in bases. [hey remain in the ABM
  reserve-. May be used to defend anything a msl cln be fired at.
  tlne A-tsrvL stops one msr. At the end of the turn, ar1 ABMs not used
  to stop.msls, are returned to the reserve.
  MTSSIIE BASE
  If a ms1 base is destroyedr_it costs g1o to repair. Any msls that
  were in 1t are destroyed. '[he turn you repai-r'it, yo,, Lannot pui-
  msls in 1t.
  SPfES
  when you spend cash for spies, your spy reserve is i-ncreased. by the
  amount spent times lhg =py mult. You may send any number of sfies
  to any country to find out_any of the following: army, navy, ai,
  force, industry, whether his TC is destroyed, number-or msis in msl
  base, size of GNP,.size of HPr(if it is an.occupied country) or all
  of the popularlty indices(if it is a minor). Eich spy not"blocked
  by a counterspy has a h chance of findi-ng the informit:-on. (Ttrus if
  you-send two,, a!d"_there_is. no counterFpy-r-^Xgu wil_1 have a 75% chance
  of finding the info.) 
  Each sPI s€nt its"ts"ed up;--
  
  COUNIERSPfES 
  +
  Are bought the same as spies. They may protect fron discovery:
  :l.r: g_{ -11rX, n3y, Atr', whether.yoirr Tb is d.estroyed., ,nd #;?
  msrs r-n your me1 base. A11 cspies sent are used. up.' lnyti:ing a
  _*9ElU^fq plglecl4gJ no amount 6f spies ,irr ai""ov-er that iurfi.-
  TRANSPORIAI]ON CENTER (TC)
  Each. country,has a TC. When is is destroyed. by Atr, or msls. that
  countries cash_income and points drop ! uhtir Lt l"-="p"i=3ar--Iro
  its HPf d.rops !. 
  Repairs cost $,1 O. - -
  RESEARCH
  Yoy. may spend mgney on research to increase the si-ze of any of your
  mu1t. This wi-l-l increase future prod.uction. wn"tnu= trre lesE"i.cir-
  is successful is determined. by chince, but ihe ;;re money you spend.,
  the better chance you have. iiach g1- ipent_iras i-k .nuo."" t,i--i"8""""i"s
  the numerator ot the nu1t. fraction oy't.(rxi-y6r= "r*y nur-t. is
  15o/15o- srlppose-xor1 spend $io o* arrny reasearch, and the mutt.
  is increased to 165/150-. mow-is you spend ro points to build armv.
  vou get 11 armies instead. of just-10. -Notic" iirut-it-i"[Ji-] 
  *^*''
  great deal of money to rlake aiy real d.ifference, as fractions of
  armies buitt are d.iopped, not Eavea.) il;;;;;Ji 
  i" ilIa.-;; 
  --
  permanent.
  HOME POPUIARITY INDEX (HPT)
  There is one Hpr in each'occupied country. ftincreases .1 for each
  $] snent on J.mprovins eryr,-il;;;;";;G;['"piliti*"" 
  Hpr mult.) for
  mon_ey-spent on propaganda'in your owd, countiy. rt oecreases-l-io""
  each $'l spent oy oltrdrs on prbpag"nd.a in yo"1,-"o,*try, drops.lo for
  every turn you are brockaaed, 5 ror-every"Iy"" y""; bd is-&estu"i"o
  or not repaired., .""9 2 for every ms1 thal nits your country. -ii" -.
  this index drops below^/lr. llreri: is unrest in tfie country, and the
  cash income drops by 10 Lntir the index i" r"ct-"rove 25. rf it
  91op" be1ow.lO, theie-are_qeTeral stri_kes *a-:-oJor" atrops JO ot
  more and points drop 10..rI i_t goes be10w ?5, t["". u""-iioiI,-[ 
  omp
  9ropl 10 and vou lose.! industr! for each tiin-ii-renains-ue16**zi'.
  rf it goes below 10, tLere is ."chaace oi =""oroiiorr, ait-it-io"6'to
  zero-REVolurroN! & you rose that country. it-ou"t*e" a uinor with no
  popularitv ind.ices. [hi-s is the other ilr"y io *#u_"".oecupiecr country
  into a minor(ff a player d,rops-out oi-a'gir", =&irutions wirl occur
  ___i_n aII his odcupiu8-"".rr-t=i"I. l-
  MTNOR COUNTRY POPUIARITY INDEX
  lvhen your index in a minor is higher than anyone erse,s, you will be
  told so at the beginning of the-iurn. -y;";A;--i"ir that minor where to
  attack and what to ouild with its "rl;..r"F;.*To""*"y attack by sea
  (invade) on coasts iila-;; -6oiirorrei:lt" ;y-;i 
  lo..rr__rirors.(you may
  even invade a minor you control over its- own- narry-. ) -yo"-;#';;;- *
  lnstruct i-t ro give-Lwav ""vtni"i."i*r"" ;;'yffi"6; to another player or
  minor' ^rf you spend moirey "cr_nl=6p"g"nda in I *irro=, your i-nilex soes
  up one for each g'1 spent.- you-cair_il"o-i""=u"";';;,1""i;a";l;;=8";;
  building the forrowing_things-trrlre: An armyr rr*rry]*or-.oili."t=ii"XLru
  or ABM=7- An industryr!- wSte: vou.may.giv;'a-;#ror ar4ies, msrs, etc.
  by morring them there, 6ut you-do"ng,t slifi-""y*p6iu:_arity thi_s way.
  To increase vou indei, you"nust-uffia'[[" filu*I"it""". rf you attack
  a minor with armies, j.oir:r index goes to zero. ff you d.on,t te11 your
  minor what to build'witri iis iriofi"i"yr-ii"riir'"utonaticar_ry build
  ^ ^2-o_t_-9ryy, and 2J"l rr*rry, -;;a -arl-'*'
  OCCUPYING A COUUINY
  1i "q.r-o!i"'Ji-'jo"= occupied countri-es captures any^other country, that
  countrv becomes one of your occupi_;d c;fi#i;;.*i, 
  arry mr_nor you
  control captures anothei minor, "rr i"aicu"-i"'tir! captured minor
  become.zero, and your ind.ex is'miae "qi"i-t.-it["It 
  yorr= index in the
  capturing uinor. -ff a minor c*ptures-an occufii"a (piuJ""ilJil#y;'
  __!Jr*t country becomes a minor. --'- -
  DrrxoMAtIC UUBSRCTS
  You may write a message to any otler player. on a separate piece of
  paper. rt will be deliverea Lo tr:_m-t[eae;-il;":' Direct it to him
  bv plaver number., Dipro,_acy is vurr i*pi,ili"i-iu'yo* try to persuad.e
  ,rsoili"""ighbors into attackiirg s omeoire orner -'rrrai-vburs eri.
  T1"--r-*roTing countrj"es have no coqsts & so cannot be blockad.ed. & have
  no nalry: Austria, czechoslovakia. tiun[3"y]-a-iiiiJ,iuorr=g. rurkey &
  Russia mav attack_ egch otnJr-uy*iana. "lei,ia=ro-""i'-sr"den cannot.
  Romani-a & Bulgaria have coasts- only in iLe*si.Jii*s"". The player who
  sontrol-s the lurkey coast mav blocicaoe ei-irrer-6= [otr, merery by
  declarinE them blo6kaded. tfris-pi"yeT,mqy also haii all narry attacks
  or invasrons made_ -tt$g"[n in-il 5i""it(either by or agai_nst Bu]_qaria
  or Romania). ft this is"ilo""l-afi army attacd"(iiiasions) throush the
  strait are cancellepr & a[ iravar attlcks ;hiilEil';he strait are
  changed to an attack'on the tur[ey coast.
  
  NEUTRAL OOLINTRIES 
  i
  Iceland and Switzerland are neutral and cannot attack or be attacked.
  Popularity can be g?ined in them only by giving.them cash(spending
  money on^propaganda). Ohe player who hai [he trighest index in fceiana
  can buy 2 industry for $6 each(every turn). The-player whose index
  is highest in swi-tzerland.can applyj econonic sanction against any
  occupr,ed country & cause it to lose10% ot its cash inc5me the nbxt
  turn.(Economic sanctions are announced to all players.)
  LfIVIITS
  something that a lot of beginning players miss are the limits
  mentioned in severar places already. For convenience, r am going to
  list them here: You cannot spend more than ,2a% ot your cash'on iny
  si-ngle 1tem. You cannot spend more than 50% ot youi points of one"
  country gn gly one thing. You.cannot attack witL more than Jo% of
  your armies(rn any.one attack). Tou cannot attack a target iritH more
  than 2oal of .your alr force. rn alr cases, if the limii is reJs--ti.u"-
  10, the 11nrit does not apply- Importantr'if, on your turn, yo, go--
  over one of the limits, r wi-l1 reduce the amount-to the minimum"
  limit of '10. Thus, if you have !O armies, and you try to attack a
  neighbor with 25, it will be changed. to an attlck of 10. I do not
  have time to go back and look up vlhat your maximum limit was supposed
  to be. You are supposed to do that"
  CODES
  The followlng are the tr,ro letter abbreviations for the countries.
  Pay careful attentlon to Porand-Portugal, and Romania-Russi-a. rf
  you write RU when you mean Romania, oi cn when you mean Germany.
  soffy about thatl ff the order is Taocr ;': jo ^"--ied out. If-not
  tesai, j-t is i[nored. And there i"-iT6-;3;i"i"poi"
  Al=Al-bania 
  Ff=Finland. 
  TT=Ttat w 
  gp=Sr:ain
  AU=Austria 
  FR=France iu=i"iiilruo""g SW=S#ffi;
  Il=,$ulgi"* 
  GE=Germany NE=Netherlands fU=nurfey
  BV=B;lgaria 
  GB=Great Britain ilO=Norway 
  RU=RussiL
  cY=crcrus 
  GR=Greece 
  pD=polanb. 
  yu=yugosiavia
  cz=czechoslovakia llu=Hungary 
  pR=portugal 
  rc=rc5land
  DE-Denmark 
  rR=freland 
  Ro=Romania sZ=switzerland.
  THE PIAYER'S PRINIOUT
  At_the top of the printout 1s the game numb-er, turn number, total cash,
  sples, ang.cspies. Note that the player number is always if, nraJr.eis
  whenever 1t appears
  [he second section is the multipliers. They are in the form of
  fractlons. ]f you spgnd points on-armiesr-th?: polnts are multiplied by
  the army mu1t. to get,the number built. it tnere are any fractions
  left over, they are d.ropped(not rounded. or saved.). For Lhe first turn
  (and always for _minors) the mu1t. reduce to 1 for army, navf,/1 ai_r
  force, ms1s, ABMs t 1 lor I{pI , 2 for spies, and 1/5 tor'Cspi"e6 and
  r hd11df-ai
  rrrvuu 
  vrJ 
  .
  The lrd section i-s "countries you control". ff there is an * after
  the name of the country, then it is a minor. coDE is the 2-letter
  abbrdrriation for the name ol the country. NAV is how many navies you
  have on your coast. rf there 1s a number under BIK insteld; y;;-#;--
  blockaded, and the number indicates how_many eneny na\Tr are on your
  coast- ff **is under [-c, then your TC is d.estroy'ea. airu is the"
  number of armies you have in that country(same f"or AF, MTS, a AsLl).
  M-B is the no. of msls. 1n your msl base(the number you can firs ihis
  turn). ff there .i: ** under M-B, then yo"r--u"""-ista"estroy"a.-rwn----'
  is the amount of incustry in a countlrz ana ins i" trr" "o. oi poi"ts
  you can spend from- that country. rND- & prs will always be the'same
  Yllegs you are blockade{: yor1l Hrr is bel_ow !0, or yoim TC is destroyed.
  GNP ls the cash income trom ttrat country(Iess fne "l*"-p"""iti"").--'
  [he 4th section tells you what navies"you contro:_, .nit wtrere ttrey
  are. rf = is after the no., _then the navies belong f,o you & t;"-;;;
  attack anywhere in the world or move them anywhe"E. tt"yo" *"o"" t[!*
  to a coast controlled by someone e1se, he gels the-narriLs. rf : i;- 
  -
  ill:L-tl:_-3,?:_,--th". the navi_es belong'to oie of yor" ,irro"sl-anA-ilay
  attack anywhere, but can only be moved to a coast also contioirua ri
  the same minor.
  _ [he lth section(occupiers.and coast,control]-er) is very important.
  rt l-ists all the countries in the world. rf the ,.r*u"" i; frA;i ;i ;
  country i-s contained. in brackets, then the country is an o;;;;i";- 
  *
  country., and the No. is the player who owns it. rf the no. is'noi in
  brackets., then the country is a- minor, and. the number is your i;d";--
  there. [he first two lettbrs are the code for the country. THe secona
  2 letters are the code of the country who controis-its c"oastl ri-iir"-
  2nd two letters are --, then the country has no coast. rr irre;;;;;y
  that controls the coasi & the country wLose coast is controlLed. are "
  both run by the sarne player, therg ii no blockade.
  
  6
  (ex: 5-CI/GB means that Cyprus is a mlnor, your ind.ex there is 5r
  and GB controls 1ts coast. ff both CY and. GB belong to the same player,
  there is no blockade.)
  The next sectlon is army, navJr AF, and ma1 attacks. In thls, I\U-CZ
  means that Austrla has attacked Czechoslovadia. You are not told who
  won, or how nany armies attacked. You have to flgure that out from
  the final results and from your spy reports. fMPORIANT: in a naval
  attack, the first code refers to the coast from whlch the attack
  came from, NOT the country which made the attack. (Ex: if GB controls
  the coast of CY, & next turn wished to attaek Ff with the navi-es on
  the CY coast, the code appearing und.er naval arracks would be CY-FI,
  not GB-Ff. If GB were blockaded. and wlshed to unblockade himself with
  ffi6 navies on the CY coast, the attack(and the order) would be CY-GB.
  And under air force attacks, it is entirely posslble to get a result
  GB-GB, which merely means that GB's air force attacked the enemy navy
  on hls coast. You have to look at who contrlled the coast last turn.
  THE IURN SHE'ET
  Be sure to fj-l1 in gamef, turnff, and player#.
  Down the left margin of the. turn sheet are the €-letter cod.es for
  all the countries. On the same line with each name are several spaces
  that may be filIed in to ind.icate actions involving'that country.
  Under the word BASE adjacent to the name of your country, put the
  number of msls you want moved" from your msl reserve to your ms1 base.
  (Note: it ** appears on your prlntout.under M-B, you cannot move any
  msls to your base, as it is destroyed). In the next columno under B or
  T, put a check marl< i-f you wish to repair a msl base or TC($10). In
  the column under GNP, write the amount of money you wish to spend, or:
  increasing GNP. You may increase GNP in any occu.pied country(if you
  lmprove the GNP of an a11y, he won't know lrhere 1t came from unless
  you te11 him). In the column under PROP vrite the amount of money you
  wish to spend. on propaganda.(You cannot increase another players-IipI
  except by increasing his GNP). In the co-rin:.ls under OSpieE, put a
  check mark under the item you wish protectei from spying(A=army, F=
  Air force, N=nav]1 B=msls in you,r base, T=whet::er your [C is d-esiroyed).
  You can assign CSpies to any cou-ntry. Each cl:eck is one CSpy used.
  In the columns under spiesr. l,;rite tre nu-mber of spi_es you wish to
  find out the desired info.(I=Ind'-rstry, i=HPT for occupied countries,
  and popularity ind.exes for ninors, G=GNP). In the columns under
  research, write the amount of money you wi sh to spend j_ncreasing the
  corresponding mu1t. If you control flurkey's coast, you may close ihe
  strait, or btr,ockade BU or R0 r:erely by placing a check mark in the
  proper.space. (If you close the strait, it does not hinder your own
  forces). If you control Svritzerland, you may apply an economic
  sancti-on by wrlting the code of the country in the space provi_d.ed..
  For training spies and CSpies, merely fill 
  in the amount of cash you
  wish to spend(not number of spies you want to build)
  A[[ACKS
  The column und-er attacks is divided into 4 parts. rf you make an attack,
  put the cod.e for the attack in the first space, the name of the country
  you are attacking from 1n the 2nd space, the country belng attacked. in
  the Jrd. space, and" the no. of units attacking in the 4th space. A is
  an army attack over land, AN i-s an army attack over sea(inirasion). N
  is a Nary attack, Air force attacks=FA- is an attack on army, tr'N isan
  *!t"9E on,na\ry, FB is an attack on the msl base, trT is an Lttack on
  the TC, Fr is an attack on industry, Missile attacks=MA j-s an attack
  -_on.armyr MB is an attack on the msl base, MT i-s an attack on the TC,
  MI is an attack on industry. Msls cannot ittact< navy. Note that msl and
  AF attacks must be two letter 1ong. (you have to say what you are
  attacking).-Fyou have more attaJks than will fit 6n the Lheet, put a
  check in the space marked "MORE" and continue on the back. Remerirbbr.
  you can only use_ 5Q% of your army, and" 2O% of your air force in any'
  one attack. 
  MO\rns- thi-s column is divided into 4 parts a1so. The"
  '1 st part i-s for the cod.e of what you want moved(A=aimy. F= ai-r force.
  N=NavJ: M=ms1s, tr=ABMs, & you can not move industry).-fne 2nd space
  Is where the items are coming from, the ]rd space 1s where they- are
  mgying to. [he 4th space is how many. your occupied countries 6an move
  thlngs to any other country in the worrd. Tf thA country is controlle<j.
  by anoth_er player, he gets them. Minors may only move nlvi-es, and
  these only to a coast control-led by the same-l[ffior. Any other moves by
  minors are attacks(and must appear in the ,'ATTACKS,, coiumn.)
  Build- fn the first space put the code for what you want to.build (a=
  armyr-F=AF, N=!.arrJr l:ABMs;M=mslsrf=industry). fh tfr" ena space-prri-^tt "
  country dolng the.building..rn the Jrd space, put the countly in-which
  tlley are to be byll!: Occupied countries may-bui1d in any otLer country.
  Minors may onrl buj-l-d in their own country.- The 4th space is the no" of
  points spel!.(Not necessarlly the same as items bulltlsee msgAncH). rr
  you are building with the points of an occupied country, g'1 is subiracted
  from your
  
  7
  cash for each point spent. If you control lcefanri: you may direct
  Iceland to buifd 2 industry in ar:y coLrntry(t ris will- subtract t6
  for each from your cash)" You may build them i_n 2 different
  countries, if you wish" In this case, the 4th column is how many,
  one or two.
  DEFEND- fn ihe flrst 
  space goes a two letter code. F or f, for air
  -[orce or ABMs, and the code o.i what is beinS defended(\ army, B-
  msl basel T= [q, 1= industry, ]i= nsw). 
  AB]ts cannot defend..rry,
  and air force does not need to be ordered to defend army. In tlie
  2nd space is the country clefending itself" 
  you nu.st name bhe
  country d"efending itself. 
  rf you \',iant the ABMs in spai-n to defend
  Portugalr nou must move them to PR under ,,I.{OVES,,, anC the pR can
  ord.er them to defend.. The ird space is the number of units
  d.efending. Remember, Atr' not d.oing anytl..iirg e1*qe is defend.ing
  army, _but ABMs not o::dered. will just sit J_r storagel you can
  defend. with ABMs or air force on the bu-rr: it is built. 
  you- cannot
  d.ef end a blockade.
  Combining several play.er's moves may cause unu-sual things to
  happen. fndices may chang-^, armies be won or lost, 
  ABMs may
  disappear. Part of the skifl of the game is figu.ring or_rt lrhat
  happened f:ron tne incomplete (and spies are very inportant),
  infomacion. 
  rf 7o, think a mistake has ceea nad:.-bv all neans
  say so, but it naj- ,,"ve been somethirg yo, overloo-iel". nEvElrEeR-
  the computer does not do lrhat you want ib to do, it does vrhat you
  tefl it to do. ArI rnoves r'rhich ar5-TTiegar or 6annot be complLted
  frifT be ignored. i will return your turn she-^t ruith rnistakes and
  i1lega1 moves ci-rcl-eii in red.. rf you-gir:e sornething to an arryl
  you will have to tell.hin 
  J.ourself", -l-l' ::Le asks me io verlfy a"'
  gift, 
  I wi11, but I r,,rill- not volun.teer ti.:e .iniorr.ration.
  Anytime yo- want to st..:t in r game of-:aitle 
  plsn. irtst send a
  ::3r::I 
  "?d. payment tor it least the tirsl 
  move. M_oires "". *r 594
  per turn (always p?y-!E i:- rdvance orl che t.rrn, i.e. vrith turn--
  ' you sho.rld include ;f, 
  lor turn 2. ) and time i::,its 
  are two
  ryeg$s. ff your move is not in my hands after: the n:-il is
  delivered on the day cf ihe time- limit, 
  ],ori.rra.,r :1.i-ss you:: turn
  (and_that is oractii.. l.r r'abal in th i= 'gum" ) . " : :- :; L:r. turn is f ate.
  and f nave not done ;:_= burn yet, I vril] acce.,; _,-. 'il"f-hr;; 
  -""-t
  already sent the turns out, T-rm so*y there ii:-o.,:ray to do it
  over. ff alf the turns are in ear1y, I,1l 
  Co t::e game early.
  For 18 extra per turn r'11 mail- your,"moves airnaill 
  Grorrn n=J:aq
  are availabfe if there are 6 or iroru people in one "r.;;";t"-;ii;
  a game together, pnd soneone agrees to ba the noclerator (witti-'the
  compuber Coicg tost o t' rhe vror[).
  RICHARD F. LOOI"{IS
  FI,YL\G BIFFJIO " f r_c .
  P.O. BOX '1467
  
  BATTLE PLAN MAP
  FWLAIO
  \ve0t/
  f ,lnnd
  Gw",&,wxpl
  KDqAIA
  0 tAuI
  5EA
  Yn't LAvtA
  KugStA
  \ t#rce
  JK(ry
  
SOURCE: textdata/thevault/Flying buffalo/1972_-_Flying_Buffalo_-_Battle_Plan_2nd_Revision_by_Richard_Loomis.pdf