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- * - BLOCKADE - *
-
- Copyright (and invented by) PC Solutions Jan 1992, All rights Reserved.
-
- Playing the game
- --------------------
-
- Each player takes turns to place his pieces on the board, with the
- objective of ending up with the highest score. You may ONLY move
- to a square adjacent to BOTH one of yours and your opponents pieces.
- When you move, squares ADJACENT to your move are effected thus:-
- - If an opponents piece is surrounded by 3 or more (RULE 1) of yours,
- you capture it. Hit F2 key on main menu to change threshold.
- - If an empty square is surrounded by 3 or more (RULE 2) of yours,
- you capture it. (F3 key adjusts threshold)
- - If one of YOUR pieces is surrounded by 4 or more (RULE 3) of yours,
- it is turned into an OPPONENTS piece! (F4 key adjusts threshold)
- Note that the above ONLY applies to squares ADJACENT to the one you
- MOVE onto. To change the THRESHOLD at which the above rules apply,
- use the F2/F3/F4 keys on the main menu. The game ends when you
- run out of legal moves, or the board is full - then the highest score
- wins. You score 9 points for each CORNER square, 3 points for each
- EDGE square and 1 point for each other square occupied - adjust edge/
- /corner square values with F5/F6 keys on the main menu.
-
- When playing, move your cursor by using the numbers around the
- '5' on the numeric keypad and hit RETURN to place your stone.
- MOUSE users can hit left button to move to the square pointed at.
-
- Command Summary
- -------------------
-
- F1 - Show all possible legal moves.
- F2 - Make computer take your go.
- F3 - Automatic demo play. (SPACE ends)
- F4 - Change IQ play-level.
- F5 - Toggle Two-player/Setup mode - disable computer reply.
- F9 - Toggle Cursor off/on.
- ESC - Abort back to main menu.
-
- In Depth..
- --------------
-
- Ok, thats the help blurb, as given in the program, now some background.
- Having written versions of most of the well-known two-player strategy games,
- I decided to start inventing my own. I wanted something with very simple
- components and territorial concepts, like OTHELLO and GO, but at the same
- time complexities at depth. Examine the above rules - note that any move ONLY
- effects the squares IMMEDIATLY ADJACENT to the move. I originally experimented
- with rules that stretched right across the board (a bit like 'chaos' theory)
- - however it was too complex to be playable, and computer move-generation
- and search time would have been high. Originally I allowed moves anywhere
- on the board, however I found that by limiting moves to empty squares
- adjacent to BOTH a white and black piece, the MOBILITY (ie. number of legal
- moves) available to players drops, and play becomes more forceful. Tactics
- are sharpened futher by awarding special point bonuses for occupying
- EDGE and CORNER squares - this, in combination with the mobility limitation
- leads to long, interesting winning sequences and lines. Because of the
- adjacency rule, it is necessary to have some pieces on the board to kick
- the game off - the pattern I have chosen allows plenty of choices early on
- in the game.
- Incidentally, I mention CHAOS theory above, and it is interesting to note
- that two-player combat games like BLOCKADE, CHESS, OTHELLO, DRAUGHTS and
- others, often exhibit CHAOTIC behaviour patterns - ie. an insignificant
- move can lead to a long tactical forcing sequence that wins the game. Often
- there is no surface justification for the winning move, indeed sometimes it
- is a sacrificial move! While CHAOS is very trendy at the moment, two-player
- games like CHESS etc have been left on the sidelines. Maybe modern computer
- experts don't like to admit that CHESS & DRAUGHTS players discovered CHAOS
- hundreds of years ago... Food for thought. Anyway back to BLOCKADE...
- Of course, since it is early days for this game, it is very difficult to
- decide what strategies are effective. However a few obsevations are possible -
- notice that once a square is completely surrounded, it becomes STABLE and
- can not be flipped again - ie. its effect on the final score is permanant.
- Obviously since the EDGE and CORNER squares score highly, particular attention
- should be taken to play around these areas. Think when moving within two
- squares distance of a CORNER square - are you offering your opponent a corner?
- Remember that your opponent can legally move to the SAME squares as you can.
- I would speculate that it is probably advantageous to have the final SEALING
- move in a given area of the board. It is also probably wise to try to REDUCE
- mobility when significantly ahead in points, in an attempt to finish the
- game before your opponent can recover, and conversly to INCREASE mobility
- when behind, although again this is speculative.
- The current version uses a simple small search to determine the computers
- reply - I find this good enough to beat me most of the time! If you like this
- game, you will find a stronger version on PCS GAMES-PACK 4, with more levels.
- Do give this game a bit of time - once you master the rules, it grows on you!
- People often ask how we generate such small, fast programs - well special
- thanks must go to Borland and thier excellent Turbo-C compiler - this can
- generate much, much faster/smaller code than, say, Quickbasic. Forget the
- rest, Turbo-C is the best! Contact Borland on Freephone 0800 212727
- (or 0734 321150) for futher info. You will find some of our own special
- C-Tools for Turbo-C on our Util-Pack..
- Anyway, I hope you enjoy BLOCKADE!
-