Lost Admiral Returns is a deep thinking strategy
naval game with classic ships like Battleships,
Destroyers, and Submarines. These arch-type ships
are constantly maneuvering to have Destroyers matched
against submerged Submarines, Battleships against
Destroyers, and Submarines against Battleships.
The final outcome of a battle is decided by how many
cities you own. Each city generates Victory Points
every turn you own it. These points are
accumulated throughout the battle, and compared against
the enemy's total VPs at the end of the battle.
Usually the side with the most VPs wins, though some
battles have starting setups that favor one side or the
other. For these battles, the favored side will be
have to score more VPs than the other just to "break
even"... often at much as 20-30% more.
Being a turn based strategy naval game, LAR allows
such razor edge choices of where to send your limited
forces to claim cities OR to attack the enemy that shear
destruction of the enemy will not ensure victory.
In fact, your fleet will often be faced with a fighting
retreat while claiming and keeping cities (for VPs) as
long as possible.
All strategy game players will enjoy the fine balance
of game play in LAR. Classic Battleship game
players will enjoy the rich battlefield. Chess
players will enjoy the think ahead planning that goes
into decisions throughout the game about what enemy
units to attack with your ship's last moments afloat...
Always keep in the back of your own mind that
these challenges are part of the
Admiral's mental "Naval Chess", so you can expect surprises and twists that
might not be seen in our everyday real word life...
Lost Admiral Returns has a fairly straight forward
flow of events for games:
- Choose a battle, choose the players, sides, and AI
- Both players are given build points to buy a
starting fleet with. Select what ever mix of
Battleships, Destroyers, Submarines, Transports,
Carriers, and other units you feel will win the day
- Red moves their units first. All units start
in the player's respective home cities, and then move
outward slowly from there towards unclaimed cities or
the enemy home cities. Once out of the home
cities, there is a limit of two ships per map hex.
- After Red moves, combat takes place in all hexes
where both sides have ships. Both sides get to
fire their ships, and casualties are removed.
- Yellow then gets to move all their ships. At
all times in movement, one strives to claim cities
with Transports, while protecting these vulnerable
units from enemy warships with one's own warships.
- Combat again takes place after Yellow moves in all
hexes occupied by both sides.
- Finally, the current turn ends, with both sides
being awarded Victory Points for cities they still
own, or just claimed.
- After a certain number of turns (12 for short
battles, 30 for really long ones) the battle is over,
cease fires signed until the next outbreak of
hostilities, and Victory Points are compared for both
sides to see who won!
Download LAR now and try out
the game yourself!
Questions? Suggestions? Email firstname.lastname@example.org with your
feedback, questions, and suggestions!
This manual is broken up into sections explaining
how to play the game, how the program menus work, and
other details of interest to players of Lost Admiral
Returns. Start at the
top to find the
If you have questions, please
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If you find an error or omission in this manual,
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