Tri-Tactics
Tri-Tactics — starting position
https://engine.moddable.games/play/?game=lattaque&variant=tri-tactics
Also titled The Great Game of Tactics on Land, Sea and in the Air. Published by H.P. Gibson & Sons Ltd., London. Revised edition. A combination of the three Gibson hidden-rank games — Dover Patrol (Naval), Battle of Britain (Air), and L’Attaque (Army) — played simultaneously on a single board.
Two editions exist:
- Older edition: Air pieces named Scout/Bomber/Battle Plane/Sea Plane; naval named Destroyer/Cruiser/Dreadnought/Flagship.
- Revised edition (this file): Air pieces named Reconnaissance Plane/Bomber/Two-Seat Fighter; naval named Destroyer/Cruiser/Battleship/Aircraft Carrier plus Flying Boats and Submarine.
Board
12 columns (A–L) × 12 rows (1–12). A custom printed board combining land (green) and sea (blue), bilaterally symmetric. Each player’s half of the board contains an equal portion of both. The coastline is irregular (not a straight vertical line); the rules specify squares that are mostly-sea count as SEA, mostly-land as LAND.
Terrain types:
| Type | Description |
|---|---|
| LAND | Green squares. Infantry and Artillery’s native element. |
| SEA | Blue squares. Naval pieces’ native element. |
| RIVER | Channel connecting the Sea to the Lake on each player’s side. Takes the element of whichever piece currently occupies it. |
| LAKE | Player’s Naval Base — 1 square. Victory capture point for Ships (including Submarine, excluding Flying Boat). Cannot be permanently occupied (max 1 move transit). |
| H.Q. | Player’s Headquarters — 1 square. Victory capture point for Land Infantry (1–5) only. Cannot be permanently occupied. |
Approximate terrain layout (based on physical board):
The sea area on each player’s half occupies approximately 8 columns wide × 6 rows deep, with the land on the remaining 4 columns. The coastline is irregular and expands: narrower at the front rank, wider toward the center of the board. H.Q. is in the center of each player’s back rank (front rank from their perspective) — column 6 (on the land side at the coastline). Each River is 4 squares long, running from the sea area toward the Lake; the Lake is 1 square at the end of the River.
Key squares (Player 1 perspective, rows 1–12 with row 1 = Player 1’s front rank):
| Feature | Square | Notes |
|---|---|---|
| Player 1 H.Q. | F1 (col 6, row 1) | Land side; center of front rank |
| Player 1 Lake (Naval Base) | Approx. B6 (col 2, row 6) | Sea side; 1 sq at end of River |
| Player 1 River | Approx. B2–B5 (col 2, rows 2–5) | 4 squares; connects Sea to Lake |
| Player 2 H.Q. | G12 (col 7, row 12) | Land side; center of back rank |
| Player 2 Lake (Naval Base) | Approx. K7 (col 11, row 7) | Sea side; mirrored from Player 1 |
| Player 2 River | Approx. K8–K11 (col 11, rows 8–11) | 4 squares; mirrored |
Engine note: The exact per-square terrain map requires measurement from the physical board (photos available). The above coordinates are the best approximation from available photo references. The coastline is the primary uncertainty; all other rules are exact.
Setup: Each player places their 56 pieces face-down on their nearest 5 rows (rows 1–5 for Player 1; rows 8–12 for Player 2), excluding H.Q. and Lake squares. Exactly 2 squares per player will be left empty after placing all 56 pieces.
Pieces (56 per player)
LAND FORCE — Infantry (native element: Land):
| Count | Name | ID |
|---|---|---|
| 5 | Battalion | 1 |
| 4 | Brigade | 2 |
| 3 | Division | 3 |
| 2 | Army Corps | 4 |
| 1 | Army | 5 |
LAND FORCE — Artillery (native element: Land):
| Count | Name | ID |
|---|---|---|
| 4 | Anti-Aircraft Gun | AA |
| 3 | Field Artillery | FA |
| 2 | Heavy Artillery | HA |
NAVAL FORCE (native element: Sea; Flying Boat is exempt from out-of-element forfeiture):
| Count | Name | ID |
|---|---|---|
| 4 | Destroyers | 1 |
| 3 | Cruisers | 2 |
| 2 | Battleships | 3 |
| 1 | Aircraft Carrier | 4 |
| 1 | Submarine | SM |
| 4 | Flying Boats | FB |
AIR FORCE (native element: Air; operates on both Land and Sea without out-of-element forfeiture):
| Count | Name | ID |
|---|---|---|
| 4 | Reconnaissance Planes | 1 |
| 3 | Bombers | 2 |
| 2 | Two-Seat Fighters | 3 |
AUXILIARY (no native element; immune to out-of-element forfeiture; may operate on Land or Sea):
| Count | Name | ID |
|---|---|---|
| 8 | Searchlights | SL |
Total per player: 56 pieces.
Movement
- One square per turn: backwards, forwards, or sideways. Never diagonally.
- Pieces move onto unoccupied squares only.
- Searchlight exception: may move any number of squares in a straight orthogonal line, provided all intervening squares are vacant. This extended move may only be used to attack a piece (destination must be adjacent to an enemy piece being attacked). Searchlights may not use the extended move as a positional move without attacking.
- Players alternate turns; one piece per turn.
- First move settled by lot; no advantage to moving first.
Attack
- Optional: when adjacent to an enemy piece, a player may say “Attack!” or “No Attack.”
- On “Attack!”: both players reveal their pieces; lower-valued piece is removed; higher piece remains on its current square.
- Equal values: both pieces removed (X).
- If a player declines to attack (“No Attack”), the opponent cannot attack that piece in return without first moving one of their own pieces. You must move a piece in order to attack.
- A player cannot ask an opponent to declare a piece’s value without attacking.
- Attacker has no inherent advantage — purely value-based.
Out-of-Element Forfeiture
Pieces may move out of their native element for tactical purposes, but are immediately forfeit (removed) if attacked while out of element:
- Land piece (Infantry or Artillery) on Sea, attacked by: ANY Naval piece, ANY Aircraft, or Searchlight → Land piece forfeit.
- Naval piece (excluding Flying Boat) on Land, attacked by: Infantry, Artillery, Aircraft, or Searchlight → Naval piece forfeit.
Exempt from forfeiture:
- Flying Boats: may go on land without out-of-element penalty.
- Air Force pieces (Recon, Bomber, TSF): operate over both Land and Sea without penalty.
- Searchlights: no native element; immune to forfeiture.
These forfeiture rules override the Value Table entirely.
The Lake (Naval Base)
- No permanent occupation: a piece may move onto the Lake square but must move off on its very next turn. Any piece remaining on the Lake for more than one move is forfeit.
- Entry restriction: to capture the opponent’s Lake, a Ship must enter from the River mouth and move up the River. A Ship that went on Land and returns to a River space may not then attack the Lake — it may only use the River to return to Sea.
- River combat: while a Ship is on a River space, it captures all Land pieces (when attacked or attacking) except Heavy Artillery — Heavy Artillery beats Ships on River spaces.
- Naval victory: only Ships (Destroyers, Cruisers, Battleships, Aircraft Carrier, Submarine) may capture the Lake. Flying Boats are excluded.
H.Q. (Headquarters)
- No permanent occupation: same rule as the Lake. Piece may transit through but must move off next turn; any piece remaining more than one move is forfeit.
- Infantry victory only: only Land Infantry pieces (Battalion 1, Brigade 2, Division 3, Army Corps 4, Army 5) can capture the H.Q. Artillery pieces cannot capture the H.Q.
River
- River squares may be used by Land, Sea, or Air pieces.
- The element of a River square is dynamically determined by whichever piece currently occupies it.
- If a Land piece is on the River mouth, that square is Land, and its connection to the Sea counts as Coastline.
- If a Ship is on a River square, that square is Sea, and Ship-on-River rules apply.
Coastline Rules
- Squares mostly-Sea = SEA; mostly-Land = LAND.
- Cross-coastline attack (Ship vs Land or Land vs Ship): the attacker is forfeit and removed — EXCEPT:
- Heavy Artillery attacking Ships across the Coastline: HA wins (ships forfeit). (# in table)
- Ships attacking Anti-Aircraft Guns across the Coastline: Ships win (AA forfeit). (+ in table)
- Anti-coastal-defence exception: Bombers and Flying Boats may destroy Infantry 1–5 AND Field Artillery across the Coastline. (& in table)
- Aircraft vs Aircraft over Coastline: when Flying Boats and Air Force are in conflict across the Coastline, nothing happens; both remain. (* at coastline)
Searchlights: Special Rules
- Can move any number of squares in a straight orthogonal line (not diagonal) to attack only.
- May operate on Sea as well as Land without penalty.
- Trigger out-of-element forfeiture when attacking out-of-element pieces.
- From Value Table: defeated by Flying Boats (FB wins). Defeats Reconnaissance Planes (value 1) and Battalions (value 1).
Win Conditions
First player to achieve either of the following wins:
- Occupy the opponent’s H.Q. with a Land Infantry piece (Battalion 1, Brigade 2, Division 3, Army Corps 4, or Army 5). Artillery cannot capture H.Q.
- Occupy the opponent’s Lake with a Ship (Destroyer 1, Cruiser 2, Battleship 3, Aircraft Carrier 4, or Submarine SM). Flying Boats cannot capture the Lake.
Only one base needs to be captured.
Value Table
Full cross-service combat resolution table. Row = Attacker; Column = Defender.
Table key:
- [blank] = nothing happens, both pieces remain.
- X = both pieces removed.
- Piece ID (e.g.
4,FA,SM) = that piece wins; the other is removed. - & = Coastline special: Bomber or Flying Boat destroys Infantry (1–5) or Field Artillery across the Coastline.
- * = Element-conditional: Flying Boat wins over Recon/Bomber/TSF on Sea; Recon/Bomber/TSF win over Flying Boat on Land; nothing happens over the Coastline.
- # = River/Coastline special: only in conflict on a River space or with Coastline between; Heavy Artillery sinks the Ship.
- + = River/Coastline special: only in conflict on a River space or with Coastline between; Ship destroys the Anti-Aircraft Gun.
- FB = Flying Boat wins.
- SM = Submarine wins.
ATTACKER Bat1 Brig2 Div3 AC4 Army5 AA FA HA Rec1 Bom2 TSF3 FB SM Des1 Cru2 Bat3 AiC4 SL
------------------+----+-----+----+---+-----+----+----+----+----+----+----+----+----+----+----+----+----+----
Battalion (1) | X | 2 | 3 | 4 | 5 | 1 | FA | | | 2 | | & | | | | | | 1
Brigade (2) | 2 | X | 3 | 4 | 5 | | FA | HA | | & | 3 | & | | | | | |
Division (3) | 3 | 3 | X | 4 | 5 | | X | HA | | 2 | | & | | | | | |
Army Corps (4) | 4 | 4 | 4 | X | 5 | 4 | | HA | | & | | & | | | | | |
Army (5) | 5 | 5 | 5 | 5 | X | | 5 | HA | | & | | & | | | | | |
Anti-Aircraft AA | 1 | | | | | | FA | | AA | AA | AA | AA | + | + | + | + | + |
Field Artillery FA| FA | FA | X | 4 | 5 | FA | X | HA | | & | 3 | & | | | | | |
Heavy Artillery HA| HA | HA | HA |HA | HA | | HA | X | | 2 | | | # | # | # | # | # |
Recon Plane (1) | | | | | | AA | | | X | 2 | 3 | * | | | | | | 1
Bomber (2) | 2 | & | 2 | &| & | AA | & | 2 | 2 | X | 3 | * | | | | | |
Two-Seat Ftr (3) | | 3 | | | | AA | 3 | | 3 | 3 | X | * | | | | | |
Flying Boat FB | & | & | & | &| & | AA | & | | * | * | * | X | FB | 1 | | | | FB
Submarine SM | | | | | | + | | # | | | | FB | | SM | SM | SM | SM |
Destroyer (1) | | | | | | + | | # | | | | 1 | SM | X | 2 | 3 | 4 |
Cruiser (2) | | | | | | + | | # | | | | | SM | 2 | X | 3 | 4 |
Battleship (3) | | | | | | + | | # | | | | | SM | 3 | 3 | X | 4 |
Aircraft Carrier 4| | | | | | + | | # | | | | | SM | 4 | 4 | 4 | X |
Searchlight SL | 1 | | | | | | | | 1 | | | FB | | | | | |
Key interactions summary for engine:
- Anti-Aircraft (AA) defeats all Air Force (Recon, Bomber, TSF, Flying Boat) in normal combat.
- AA loses to Battalion (1) in direct combat; Infantry 2–4 do not interact with AA (blank).
- Heavy Artillery (HA) beats all Infantry and FA, ties HA, loses to Bomber (2); has River/Coastline (#) rule vs Ships.
- Flying Boat (FB) beats Submarines (SM) and Destroyers (1) in naval combat.
- Submarine (SM) beats all other Ships but loses to Flying Boat.
- Searchlight defeats Battalions (1) and Reconnaissance Planes (1); is defeated by Flying Boats (FB).
- Division (3) vs Field Artillery (FA): X (both removed).
Attribution
“Tri-Tactics” or The Great Game of Tactics on Land, Sea and in the Air (Revised Edition). Published by H.P. Gibson & Sons Ltd., London. Part of the Gibson hidden-rank warfare series alongside L’Attaque, Dover Patrol, and Aviation/Battle of Britain. Public domain rule set. Source: original H.P. Gibson & Sons revised-edition rulebook (scanned from physical copy) and Value Table card.
