Omni GENEius

Omni GENEius

 

OMNI TACT

 

OMNI GENEius brings you ‘Omni TACT’ – a new, exciting game of patriotic defence, tactics and strategy played out on a global scale and fun for all ages.

 

This is a new, patent-pending game with modern tactics that gives you far more spaces to tactically manoeuvre in than a traditional board game. It will stretch both your mind power (IQ) and imagination to new levels.

 

Omni TACT puts you in the role of a leader with a Defence Unit under your command. Use your wits and tactical knowledge to strategically place your troops around the map and play 3 simple strategic games, shuffle the mission cards or selectively undertake any of the 9 daring missions on a global scale. The game involves rescuing fellow Unit members, defending targets, transporting supplies, securing zones of strategic importance, rescuing companion units and civilians, escorting soldiers to tactical rendezvous points and collecting mission bounties. Complete missions successfully earn Omni TACT reward stars, and as your achievements and accomplishments grow, you can climb your way up to the very top of the defence ranks!

 

Omni TACT encourages IQ advancement through the use of tactical defending, manoeuvring and thinking ahead, with a solid method for rewarding and promoting game play that uses stars and medals to give a sense of patriotic achievement throughout the game. The game uses bold, bright, specially-designed tokens on a simple, yet sophisticated grid. Omni TACT is easy enough for 4-6 year olds to pick up and play alongside the Grand Masters, whilst at the same time affording players the chance to give the screen a break and join in with physical and social game play. The game has 12 exciting and challenging missions for players to undertake, making it very re-playable and engaging for hours on end.

 

Omni TACT promotes logical thinking, tactical planning and forward thinking that is common to classic board games, such as Chess and Checkers, encouraging intelligent decision-making. With 12 different exciting missions, a rewarding system of achievement and optimal re-playability, Omni TACT will keep you coming back for more!

 

 

OMNI TACT GRID

 

Omni GENEius games are open-ended games that keep evolving; eventually for events & competitions. We promote both innovation and mindset development and try to keep our games close to real-life scenarios. Please feel free to relax the rules for the younger ones. Alternatively, you can add your own rule variations to increase the difficulty or excitement levels, or even tweak the rules to reduce playtime. However, please make sure that any new rules you adopt are clear to your opponent before the start of gameplay. For example: (Easy version).

1) Remove the specific named Unit pieces on mission cards and randomly move 3/4 unit pieces into the mission zone to win a mission. (Keeping 1 or 2 specific piece of a list of specific pieces as a compulsion to complete the mission will reduce the time)

2) For Easy play, follow rules where all foot soldiers are placed in any order in the first row (front line) and all pieces in the second row can be placed in any order with the commander on the center spot. Make sure the opponent side matches your layout exactly (for equal advantage). Soldiers can move up to 2 spaces "forward or sideways" in 5 possible directions in a straight line but don't move backwards. All other pieces (Ground, Air & Water based vehicles, including the Commander move up to 3 space in any 8 directions but in a straight line.

3) To make it more challenging you can take it up a notch by letting the Jet move any number of spaces in any direction in a straight line, and optionally if needed spice it up with the Attack Helicopter moves of 3 spaces in any direction in a straight line but with the capability to turn in any direction only after the third space (not the 1st or 2nd space).

4) Create new moves for any Defence Unit pieces, based on their skill level or practical use in real life, i.e. try reducing the number of steps as the Battleship is a heavy and slow water-based vehicle or create a pattern it can move in, and vice-versa with the Gunboat, which is a fast-moving water-based vehicle.

 

 

Please provide us with feedback @ omni@omnigeneius.co.uk on any improvements to the rules you can think of, as we are working with the community to build OMNI TACT for Professional gaming, which will be hosted during motivational events & competitions.

 

(Please see our videos online for more information, simple & quick starts, new ideas & game play).

 

 

Game Pieces & Instructions:

· Simplified Rules, followed by a Sample scenario in the following charts, can be used for Quick start.

· Advanced Rules, followed by the charts, are for reference purposes and Professional game play.

 

Omni GENEius

Omni Tact quick reference

 

OMNI TACT!

The aim is to complete missions by navigating your Defence Unit to achieve an objective, by using the terms THREAT or DEFEAT (to take out key targets), or complete a specific mission at the given coordinates on the map, while eliminating the opponent’s Unit and defending your position. The player that manages to achieve the objective or completes the mission by successfully using their Defence Unit wins the game.

 

Pieces:

· 34 x Unit pieces (17 for each player – choose from your optional commander. Any spares to be left out.)

· 1 x Mission Bounty Token

· 20 x Omni TACT Stars

· 10 x Omni TACT Ranking Medals

· 16 x Mission Cards (12 unique missions)

· 1 twin-sided board game (Omni Tact)

 

Units piece placements and their coordinates on the Game Board: Player 1 (P1) and Player 2 (P2) respectively

 

Soldiers:

· Spotter – Y1-X2 and Y15-X2

· Marching Soldier – Y1-X4, 6, 8 and Y15-X4, 6, 8

· Sprinting Soldier – Y1-X10, 12, 14 and Y15-X10, 12, 14

· Signal Officer – Y1-X16 and Y15-X16

 

Vehicles & Commander:

· Attack Helicopter – Y0-X1 and Y16-X1

· Battle Tank – Y0-X3 and Y16-X3

· Battleship – Y0-X5 and Y16-X5

· Army Jeep – Y0-X7 and Y16-X7

· Commander – Y0-X9 and Y16-X9

· Jet – Y0-X11 and Y16-X11

· RIB Gunboat – Y0-X13 and Y16-X13

· Surface-to-Air-Missile (SAM) – Y0-X15 and Y16-X15

· Transport Helicopter – Y0-X17 and Y16-X17

Omni Tact instructions

How to play:

In Omni TACT, each game is based around a single mission with an objective that you must achieve by using your Defence Unit (Defence soldiers and vehicles). Follow the instructions below to begin the game:

1. At the start of each game, a Mission Card must be chosen: players can either toss a coin to see who decides which mission will be undertaken, or the Mission Cards can be shuffled face-down and a card chosen at random. Each Mission Card shows you the mission objective or the coordinates that the player must get to, the Unit pieces the players can choose to go on the mission, and how many Unit pieces are allowed to be taken.

2. Use the X and Y axis markings on the board to read off the coordinates (numbering of spaces).

3. Play the specified Objective, or if it’s a Mission Bounty token-specific game, then place the Mission Bounty token at the coordinates listed on the Mission Card.

4. For Mission Bounty specific games: once a Mission Card has been chosen, each player decides which Unit pieces they will deploy to achieve the Mission. On the Mission cards, there is a strategic range of options that the Unit pieces can choose from and specific instructions. Accordingly, players need to take the specific Unit pieces and place them on the board at the Mission Zone, while meeting all of the instructions on the Mission Card.

5. The Mission Zone is made up of the 8 spaces that are directly beside the space identified by the mission coordinates (or 5 spaces if the space identified by the mission coordinates is in the extreme middle right & left end of the boards). If more than one option for a specific Unit piece is given on a Mission card (such as Marching Soldiers and Sprinting Soldiers), you can choose strategically which Unit pieces to take on the mission and manoeuvre accordingly.

6. Toss a coin or choose which player gets to take the first turn.

7. During a player’s turn, they can move one of their Unit pieces by using the Movement rules below; eliminate an opponent’s Unit piece by using the Eliminating rules below to try to complete the Objective, or reach the Mission Zone with the appropriate Unit pieces if it’s a Mission Bounty game (also see Mission rules, Technical Victory rules and Technical Draw rules below.)

8. Players take alternate turns until one player manages to achieve the Objective or seize control of the Mission Zone.

9. When a player manages to complete the Objective or complete a Mission Bounty specific game by seizing control of the Mission Zone, they gain 1 Omni TACT Star as per the Ranking system mentioned in the Ranking System section.

 

 

Movement rules:

· During their turn, a player can move one of their Unit pieces a number of spaces on the map in a particular direction, depending on what type of Unit piece it is:

o All Soldiers can move up to 2 spaces in any forward direction or to the side, but not backwards, and can move only in a straight line without changing lanes. If a Soldier reaches the end of the board to the opponent’s side, the Unit piece cannot withdraw back, but stays in action and can go on attacking or defense by moving sideways.

o Jets can move any number of spaces in any direction in a straight line.

o Attack Helicopters create a hover effect 3+1 (Attack Helicopters can move 3 spaces in a straight line in any direction + 1 step (turn/move/change lane) in any direction for their 4th step only.

o All other Unit pieces can move 3 spaces in a straight line in any direction, but without changing lanes.

o If the Commander Unit piece is the last token on the board and the player controlling it has no other Unit pieces, then the Commander’s Movement is limited to 2 spaces in a straight line in any direction, due to their weakened position. (Optional rule: test by limiting Commander to 1 space, instead of 2)

o Note: All Unit pieces can move on the camouflaged zones, which are the spaces on each side of the board.

· Each Unit piece’s position and movement type is also indicated on the game card as a reminder.

· Make a short code to remember placing them on the board: {Player 2 matches on the opposite side}.

· For example: Player 1, (From LeftATSJ & Signal and Marching Soldier’s) -- (<Commander> in the middle) -- (From Right TSBJ & Star & Running Soldier’s) {ATSJ, where A = Attack helicopter and so on…}

· A Unit piece can land in a space occupied by an opponent’s Unit piece to eliminate it and remove it from the game, except under certain conditions where the Commander cannot be eliminated until a certain condition is met: see the Eliminating rules below.

· Unit pieces cannot “jump over” other Unit pieces, and cannot move through other Unit pieces; they also cannot “jump over” or move through the Mission Bounty token.

· Also, see Mission Rules, Eliminating Rules, Technical Victory Rules and Technical Draw Rules.

 

 

Mission Rules (Mission Bounty, Mission Zone and Lockdown):

· All of the spaces that are directly next to the target coordinates, where the mission bounty is held, are called “The Mission Zone”.

· To complete a mission, a number of Unit pieces must first be positioned in the Mission Zone, after which the player that places the final Unit piece in that zone wins the game. If 4 Unit pieces have been taken on a mission, then the player that places the 4th Unit piece in the Zone wins the mission. If 3 Unit pieces have been taken on a mission, then the player that places the 3rd Unit piece in the Zone wins the mission. Note: when the last Unit piece is placed in the mission zone, even if it had any THREAT from an opponent Unit piece on a winning space in the mission zone (near the mission-bounty), they still win the game and have completed the mission successfully.

· (Optional rule: test by contradicting the above rule, so when the last Unit piece is placed in the mission zone and if there is a THREAT from the opponent on that winning space near the mission-bounty, the player is not allowed to complete the mission, in fact to complete the mission the player has to then work to diffuse the danger on the target space, before entering the last key Unit piece in the mission zone; that is on any of the free spaces next to the mission-bounty.

· If 4 Unit pieces have been taken on a mission, and one player places the 3 Unit pieces in the Zone (or 3 Unit pieces have been taken on a mission and one player has 2 Unit pieces in the Zone), without a position of weakness or Threat to any Unit piece in the Mission Zone, then the Mission Zone is considered to be in “Lockdown” for that player, which means these Unit pieces cannot be eliminated by the opponent. (Choose one of the Alternate rule 1 or 2 from below to continue Lockdown scenarios)

· Alternate Rule 1: A player who has achieved a successful Lockdown can no longer eliminate an opponent’s piece from within the Mission Zone, eliminating opponent’s pieces from in the Mission Zone from pieces outside the Mission Zone is allowed.

· Alternate Rule 2: A Player who has achieved a successful Lockdown can also eliminate an opponent’s piece from within or from outside the Mission Zone.

· If a Player under Lockdown moves out of the Mission Zone to eliminate another piece, then the Mission Zone becomes unlocked for a period until another successful Lockdown is achieved by any player.

· (Optional rule: To make it more challenging, players are free to remove the Lockdown rules in the Mission Bounty game.)

· Certain Mission Bounty games need a specific Key Unit piece to survive until the end of the mission and reach the Mission Zone to achieve the mission successfully.

· For certain Objective-based missions, such as ‘Eliminate the Commander’ missions, there is no Mission Zone concept, but instead a simple Elimination Rule is adopted, based on the instructions mentioned on the Mission card.

· Also, see Movement rules, Eliminating rules, Technical Victory Rules and Technical Draw Rules.

 

 

Eliminating Rules:

· If a Unit piece moves into a space that is occupied by an opposing Unit piece, the opposing Unit piece is eliminated and removed from the game.

· If an opposing Unit piece is occupying a space in the Mission Zone, and the Zone is currently under Lockdown, it is not possible to move into this Unit piece space to eliminate it.

· In an Eliminate the Commander mission, the aim is to strategically go after the Commander and eliminate him.

· In an Eliminate the OMNI Commander mission, the aim is to weaken the Unit through disrupting communication by eliminating the Signal Officer. The opponent’s Commander is immune and cannot be eliminated until the opponent’s Signal Officer has also been eliminated. Note: The Commander is in a powerful position to eliminate any other Unit pieces of the opponent.

· In a Total Elimination mission, the aim is to eliminate the maximum number of Unit pieces of the opponent in any order. Even if the Commander is eliminated the game continues with other pieces of the Unit take in-charge of the Unit and continue the game. (Also, see Bonus mission card: Total Elimination: Capture the Commander)

· Certain Mission Bounty games need a specific Key Unit piece until the end of the mission and to reach the Mission Zone in order to achieve the mission successfully. Eliminating the Key piece is also considered an aim of these games, along with the aim to achieve the mission itself.

· Also See Movement Rules, Mission Rules, Technical Victory Rules and Technical Draw Rules.

 

 

Technical Victory Rules:

· In other Objective-based (non-Mission Bounty) games, if one player has 3 or less Unit pieces and the other side has more than 3 pieces, and no Unit pieces of the weakened position has been eliminated for 25 turns, then the player with the greater number of Unit pieces still on the board is considered victorious.

· In a Mission Bounty game where 4 specific Unit pieces are needed to complete a mission, a Victory can also be considered when the opponent player is down to 3 or less required pieces and hence not able to complete the mission.

· (Optional Rule X: In a Mission Bounty game where specific 4 Unit pieces are needed to complete a mission, a Victory can also be considered when a player is down to 3 or less required Unit pieces, while not being able to complete the mission, they still continue the game for 25 additional turns and stop the opponent from completing the mission objective). (Test this point as an optional rule over the above point and check your results.)

· In a Mission Bounty game where 3 specific Unit pieces are needed to complete a mission, a Victory can also be considered when the opponent player is down to 2 or less required pieces and not able to complete the mission.

· (Optional Rule Y: In a Mission Bounty game where specific 3 Unit pieces are needed to complete a mission, a Victory can also be considered when a player is down to 2 or less required Unit pieces, while not being able to complete the mission, they still continue the game for 25 additional turns and stop the opponent from completing the mission objective). (Test this point as an optional rule over the above point and check your results.)

· In certain Mission Bounty games, players must ensure that a specific Key Unit piece survives until the end of the mission and this Key Unit piece must reach the Mission Zone to achieve the mission successfully. If your Key Unit piece is eliminated in these games, then the Eliminator is considered Victorious.

 

 

Technical Draw Rules:

· In all Objective-based (non-Mission Bounty) games, a Draw is considered when both players have 3 or less Unit pieces and there is no further elimination for 25 turns. (Optional rule: this rule can also be tested when the case is only for one side, when only one player has 3 or less Unit pieces and there is no further elimination for 25 turns for the weakened side, the game is considered as a draw)

· (Optional Rule related: while testing the Optional Rule X that is referenced in the Technical Victory section.) In a Mission Bounty game where 4 Unit pieces are needed to complete a mission, a Draw is considered when both players have 3 or less Unit pieces and therefore are not able to achieve the mission.

· (While testing the Optional Rule Y that is referenced in the Technical Victory section.) In a Mission Bounty game where 3 Unit pieces are needed to complete a mission, a Draw is considered when both players have 2 or less Units pieces and therefore are not able to achieve the mission.

 

 

Ranking System: (Reward Stars and Medals)

· After completing a Mission successfully, you win the game and gain 1 Reward Star in each game. These are in the following order of ranking: “Tactician Novice”, “Tactician Rookie”, “Tactician Amateur” and “Tactician Professional”. If you reach “Tactician Professional”, you can swap your Reward Stars for a Ranking Medal before starting the next mission. Ranking Medals are split into two categories (Army and Navy) and are awarded in a certain order depending on their rank – for the Army, the order is Captain, Major, Colonel, Major General, then General; for the Navy, the order is Lieutenant, Commander, Vice Admiral, Fleet Admiral and finally Admiral of the Navy. A player can choose medals from only one of these categories.

Collect medals to show off your prowess at Omni TACT strategy, and if you are at the top position of Navy, consider joining the Army and starting all over again, or buying further progression or alternative ranking medals from Omni GENEius.

 

 

Recap of Optional rules from the above sections:

· Page 10: (Optional rule: test by limiting Commander to 1 space, instead of 2)

· Page 11: (Optional rule: test by contradicting the above rule, so when the last Unit piece is placed in the mission zone and if there is a THREAT from the opponent on that winning space near the mission-bounty, the player is not allowed to complete the mission, in fact to complete the mission the player has to then work to diffuse the danger on the target space, before entering the last key Unit piece in the mission zone; that is on any of the free spaces next to the mission-bounty.

· Page 11: (Optional rule: To make it more challenging, players are free to remove the Lockdown rules in the Mission Bounty game.)

· Page 13: (Optional Rule X: In a Mission Bounty game where specific 4 Unit pieces are needed to complete a mission, a Victory can also be considered when a player is down to 3 or less required Unit pieces, while not being able to complete the mission, they still continue the game for 25 additional turns and stop the opponent from completing the mission objective). (Test this point as an optional rule over the above point and check your results.)

· Page 13: (Optional Rule Y: In a Mission Bounty game where specific 3 Unit pieces are needed to complete a mission, a Victory can also be considered when a player is down to 2 or less required Unit pieces, while not being able to complete the mission, they still continue the game for 25 additional turns and stop the opponent from completing the mission objective). (Test this point as an optional rule over the above point and check your results.)

· Page 14: (Optional Rule related: while testing the Optional Rule X that is referenced in the Technical Victory section.) In a Mission Bounty game where 4 Unit pieces are needed to complete a mission, a Draw is considered when both players have 3 or less Unit pieces and therefore are not able to achieve the mission.

 

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OMNI TACT Game Guide:

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  • December 01, 2016
  • Omni GENEius



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