ASALTO (“Assault”), one of the variations of Fox and Geese, is also a contest between two unequal opponents who try to block, out-maneuver, and outwit each other. In this game, a large but poorly armed force attacks a small but powerful fortress. Asalto is played on a board that is the same as the Fox and Geese board, but nine points are separated from the others and designated as the fortress.
One player occupies the fortress with two playing pieces-the officers (or sharpshooters). The other player has 24 pieces, or the foot soldiers, which occupy the surrounding points on the board, which are the battlefield. In order to win the game, these soldiers try to trap the two officers in the fortress, pen them anywhere on the battlefield so that they cannot move, or occupy every point within the fortress. If the officers capture so many foot soldiers that these maneuvers are impossible, they win the game.An exciting variation of Asalto is Siege, which is played on a larger board that makes the game even more challenging.
HOW TO PLAY ASALTO. NUMBER OF PLAYERS.-TWO.
OBJECTIVE.-The 24 foot soldiers try to trap the officers inside the fortress or on the battlefield or try to occupy every point in the fortress. The officers try to capture so many of the foot soldiers (at least 15) that they cannot possibly trap them in the fortress or on the battlefield.
MATERIALS.-A cross-shaped playing board with 33 holes or spaces that are connected by straight and diagonal lines. Nine of these holes, all in one arm of the cross, are separated and designated as the fortress. Twenty-four playing pieces of one color for the foot soldiers and two pieces of another color for the officers or sharpshooters are used for the game.
To BEGIN PLAN’ Arrange the pieces on the board as illustrated below. The sharpshooters or officers may stand anywhere within the fort at the beginning of the game.After you decide which player will play the foot soldiers and which will be the sharpshooters, the sharpshooters move first.
To.-As in Fox and Geese, the officers may move in any direction along the connecting lines, one space at a time.
An officer or sharpshooter may capture a foot soldier by jumping over it to the next space, if it is vacant. The sharpshooters may make as many jumps and captures as they can in one turn, as long as they land on vacant spaces after capturing each soldier. The captured soldiers are removed from the board. If one of the officers fails to make a possible jump and cap¬ture, it is removed from the board.
The foot soldiers may only move forward, diagonally, and sideways, but never backward. They may not jump officers but must try to trap them in the fortress or on the battlefield to win the game.