Lost Admiral Returns


First Menu

Damage Chart

Tutorial 1
Tutorial 2
Tutorial 3
Tutorial 4




TUTORIAL 3: Building new ships from captured city resources

Here is a view of the build menu, where you ships at the start of a battle.Lost Admiral Returns is a turn based strategy game where you outmaneuver your opponents for control of coastal cities using battleships, destroyers, submarines, and other ships.

The latest information on Lost Admiral Returns can be found at the official website at www.lostadmiralreturns.com.

The third tutorial covers city resources in Lost Admiral Returns, how to build new ships with such resources, along with some more manuvers for Submarines and how to use Cruisers.

Run the tutorial to walk through these aspects of the LAR game.  You can also use the Help and Advice Screens built into every menu in the game to learn more about various parts of the game.

Specific lessons in Tutorial 3 are:

1) How to see what Resources each city generates.  Use the city list menus on both the unit selection menus, during movement, or by looking at the landscape around cities on the movement map to see what useful resources each city offers.

2) Surfacing Submarines for faster movement and to fight PT Boats or Destroyers when cornered.  When surfaced, submarines can move 3 hexes, rather than their normal two hexes per turn limit.  This will let your submarines make raids to distant enemy cities with the killing power of torpedoes when faced with capitol ships.

4) Rivers and their stacking limit of 1 ship.  Normal ocean hexes allow you to have 2 ships in them at the end of a turn.  Friendly city harbors can hold any number of friendly ships.  River hexes, however, can only have one ship for your side in the hex at the end of the turn.  So avoid trying to move too many units through narrow river areas.

5) Strategies lke neutralizing enemy cities when you can not outright capture them.  I.E. you can get ahead of the enemy in Victory Point totals both by owning cities for yourself, AND by removing the enemy from other cities.  A dirty trick is to move one of your own transports + a warship into an enemy owned city.  If your transport survives to the end of the turn, the city will be "neutralized", belonging to neither side as long as BOTH sides have a live transport there.

6) Claiming enemy "Home" cities for bonus VPs.  If you kick the enemy out of one of their start cities, and put a transport of your own there, you will receive DOUBLE the city's VP value due to the moral victory of such a feat.

7) Use the Build Menu to choose what ships to build next.  Your choices available will be based on the resources you have on hand from conquered cities.  Most ships take 2 turns to construct, with capitol ships taking 3 turns to prepare.  The build menu will automatically appear on the screen when you first hit "F"in to end your movement as a reminder to check on what you can build.  Simply hit "F"in again after checking on your build choices to exit the movement phase and go resolve any combat.

Earn Victory Points to win the battle:

Each city you can claim for your side by using a Transport type of ship will earn you the city's Victory Points at the end of each turn.  Regardless of how your warships are faring on the battlefield, what counts in the end is the Victory Points you earn from your cities during the game.

Some battles will require you to simply earn more total Victory Points by the end of the battle than your opponent to win.  Other battles will give you a better starting position than the enemy, and therefore you will be expected to earn significantly MORE Victory Points than the enemy to win.  I.E. Your starting position might be good enough that you must earn 30% more Victory Points than your opponent just to "break even" and barely win the battle.  If you earn 25% more VPs than the enemy, you will LOSE the battle (by an adjusted 5% percent, so to speak).


Flow of turns in LAR:

In LAR, battles are fought between the Red Player and Yellow Player for a specific number of turns.  Your goal is to earn enough Victory Points to defeat your opponent by the end of the battle.  This goal is listed as a percent of your opponent's VP Total that you must make.  I.E. score VPs of your own equal to 130% of your opponents to win on a map and start setup that favors you.

You will have only a certain number of turns to achieve this score ratio (or better) in.  Each game will have a setup stage, and then turns broken down into phases as follows:

  • Red Movement Phase - red moves all their ships as desired.
  • Combat Phase - both sides get to fire their ships once.
  • Yellow Movement Phase - Yellow gets to move their ships now.
  • Combat Phase - again both sides get to fire their ships once.
  • City Ownership Phase - Ownership of cities is given to players who are the only one to have a Transport type ship in that city harbor.  The owning players earn Victory Points for that city, along with resources, and will get to repair any of their own damaged ships in that harbor, removing up to 2 points of damage.
  • That ends the turn, and the next turn starts with Red Movement again.


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.

Please use the menu bar on the left to navigate the manual.

If you have questions, please visit our forum and look for help there.

If you find an error or omission in this manual, please email us at support@fogstone.com

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Here is a view of the build menu, where you ships at the start of a battle.

Copyright 2003 Fogstone Games, All rights reserved.