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1991-03-22
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15KB
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341 lines
This game has been changed after the printing of
the manual please refer to this the correxted maual
for further guidance and ignore all score and statistics
within it.
ISLAND WARS
Programed by Paragon Soft Europe
converted by permission of BULLFROG
from the Amiga.
Requirements: 100% IBM 16 VGA GRAPHICS & MOUSE
Thank you for purchasing ISLAND WARS from Paragon Soft
we have spent many hours producing this fine product and
our staff hopes that his program meets your satisfaction
and that you will contine to purchase Paragon Soft games
(for more information look inside the poster / pamphlet
for other great Paragon and BULLFROG titles).
The object of Isle Wars is to conquer all nine
islands with your armies. You play the Blue army and
the computer will play the other three adversaries, the
Green, Red and Brown.
The game is totally Mouse controlled, you never
touch the keyboard at all during the entire game !!!!
Isle Wars is quite simple to learn and offers
different levels of play. The game rules are very
similar to the classic game of Risk, however, there are
many other elements which you will have to contend
with, in order to conquer all 9 islands.
To Play:
At the opening screen, the game will ask you for
to either set new levels of difficulty, or use the
default (which is the last levels you previously set).
(If you've saved a previous game, you also have the
opportunity here to reload it, and continue where you
last left off)
The set levels are: (1=Easy to 4=Hardest). The
computer will ask you how many armies are possible for
each separate country at the start of the game. The
maximum is 10 the minimum is 1.
The game will decide who will take the first turn.
The game will then begin. At the beginning of each
turn, you are given armies for the number of countries
you occupy. That number is divided by 3 and gives you
that number of armies to place onto the board. Each
island gives you extra armies, if you totally control
all its grids. The island values are shown below.
2
8
2 4 3 5
4 5
7
Placing Armies:
You will be shown the number of armies you have
received for that turn. (minimum is 2) The computer
will ask you to select the destination city, which is
the number in a black box in each separate country.
Simply click the left button on the city number you want
to place your armies on. At the bottom right of the
game screen, you will see the number displayed. If this
is the right location, you then click the right button
to then tell the computer that you want to place some of
your armies. There are a total of 46 countries on the
game board. Once you have selected the city, it will
then ask you how many troops you want to place there.
(The number below the City number is the number of
armies have presently in that grid.) At the placement
window there are three buttons (ALL OTHER DONE). If
you want to place all your troops in the country you
selected, click on ALL. If you want to place some of
the troops in the country, click on OTHER.
Click the Left button to add troops one at a time or
right button to subtract by one. Your total troop
deployment will be shown above the cursor. When you
have set the proper number, click on the DONE key. This
continues until all the armies you have been given are
placed onto the board.
(The game prompts you with all instructions on bottom of
board... don't worry, it's quite easy to get the hang of
it very quickly)
Attacking:
Once you have placed all your armies, new buttons
will be displayed at the bottom.
ATTACK MOVE PASS CARDS CANCEL
To attack another grid, it must be adjacent to the
grid you're attacking from. There are lines from island
to island which allow you to travel across the water
(in ships) to a attack other islands. You can only
attack another grid if your total number of armies in
that grid is equal or greater then the number you're
attacking.
Click the mouse on ATTACK and the computer will ask you
to select the territory you want to a attack. Click
left button on territory. When that territory number is
displayed on the bottom right, then select the territory
you want to attack from. (Remember you are playing BLUE)
The computer then rolls dice (not shown), to decide the
outcome. If the attacking army has a higher number then
the defending army, then one army will be subtracted
from the defending city; and the opposite is true if the
attacking army losses. A tie will count as a loss for
the attacking army. (so the defending city carries the
advantage) At higher levels of army concentrations like
300 against 200, the computer will speed up play by
rolling about 25 times before asking you whether you
want to attack again. There are two buttons which are
shown while attacking: ATTACK QUIT-ATTACK
Keep clicking on ATTACK if you want to continue
attacking. If you want to call off the attack, click
the QUIT-ATTACK button.
If your attacking army ever gets down to 1, then you
will forfeit not only the turn, but also the grid to the
defending army. That means if you have 2 troops left
and are attacking an opposing grid with 1 and you lose,
it now becomes occupied by your enemy and play then
passes to the computer.
If you can deplete the enemy to 0 armies, then the
computer will ask you how many troops you want to move
in (from the armies you have left). Select the number
as you do when you deploy your troops. The only
stipulation is that you have to move at least one army
into the conquered grid.)
You can then continue to attack etc... until you
decide to finish your turn by pressing, either the MOVE
button or the PASS button.
Move:
At the end of each turn you are allowed to move
troops between two adjacent countries. Select the
number as usual from the select number panel.
Pass:
If you do not want to move armies, simply press the
PASS button to indicate your turn is over.
Cancel:
Press this button if you change your mind on attack
moving etc... Sometimes the computer will get confused
as to where? and from? (because you clicked several
different countries etc...) just press Cancel and try
again.
Cards:
If during your turn, you defeated an opposing army,
you will be given a card (displayed on the bottom of the
screen. These cards are for various bonus armies,
bombs, air moves etc... The CARD button at the bottom
shows you what cards you presently have in your hand.
Cards Available
Air Move: Allows movement from any country to
any other country. (of your color)
5/8/15 Bonus Armies: Adds this many armies to your total
at the beginning of your turn.
Double: This card doubles your placement
total at the start of your turn.
Bomb: Allows you to bomb any country.
The effects of the bomb will be
shown in then new value of troops
shown in that opposing country.
Anti-Bomb: This protects you from a bomb drop
on your own countries from the
other computer players. If you have
only one Anti-Bomb card in your
hand, it will protect you from a
opposing bomb. If used it will be
eliminated from your hand
automatically. Don't trade in 3
sets of Anti-Bombs.. it give you
nothing.
Lose All Cards: If you draw this card, then your
cards are all taken away.
Wild Card: Matches any other card.
To Trade in cards, the computer will inform you
automatically at the start of your turn whether or not
you have a match. A match is 3 cards which are the
same.
For example: 8 Bonus / 8 Bonus / 8 Bonus
or 8 Bonus / Wild / 8 Bonus
or Wild / Wild / 8 Bonus
(3 wild cards are not a match)
If you have a set, they must be exchanged at the
top of your turn. You will only have one opportunity to
decide if this is what you want. The computer will show
your cards and ask you to click LFT for trade, RGT no
trade.
If you select Trade with LFT click, then you
carefully select the three cards you want by clicking on
top of them. If you make a mistake you CANNOT reverse
your decision. If you selected three cards that don't
make a set, the computer assumes you don't want to trade
in cards, and will start your play. If your 3
selections makes a set, the computer will adjust your
troop deployment totals accordingly or for a bomb set,
ask what country...etc...
You can only hold 5 cards in your hand at once. If
you have more then 5, the computer will ask you which
card you want to discard. Click on the card to
eliminate, to make room for you new card.
SITUATIONS / DISASTERS / PRODUCTION CENTERS
At various times during the game, certain events
will occur. These will have a dramatic impact on the
game play. These events are random, and you cannot
predict them! They are as follows:
1 = A Earth Quake has hit the Islands (3 or 4 grids)
2 = Flooding has inundated some grids (3 or 4 grids)
3 = A rebellion has occurred in one of the countries.
4 = Rebels have taken control from an opposing army. The
grid changes hands.
5 = Production Center increase. All armies located on
the Production Centers. (Indicated by a (*) below
the City number) will be doubled!.
If the message is one of the first 4, Hold On! , it
could hit in grids that you occupy. The computer will
indicate which grids are hit and some men will be
deducted from their total.
If it says Production Center Increase and you
happen to occupy a grid with a (*) in it, then your
number of armies will double in that grid. (of course
that goes for your opponents as well...)
END OF GAME
If you are eliminated from the game board by the
by the computer's other Armies, you will be shown a
special menu that will allow you to concede that game
and play another one. (the score will be recorded as
a loss on that level) You can also have the computer
play the game out to find out who will eventually be
the victor. The computer will play at a very! fast
pace. Every 20 moves it will ask you again whether you
want it to continue play or to begin a new game.
If you are the victor, the game will end and the new
score totals are shown.
Option Buttons:
Every time your turn comes around, special option
buttons will appear at the top left of your screen.
They are: SOUND SCORES SPEED SAVE QUIT.
Sound : Toggles sound on and off
Scores: Shows Isle War Score Board
Speed : Increase speed of play levels from
(1-9) 1=fast 9=very slow
(I like speed set at 1, so I can play my turn
faster each time, however you won't be able to
figure out the computers strategy as easily
because it moves too fast!!)
Save : At the beginning of your turn (BEFORE YOU PLACE
YOUR ARMIES), you will have the opportunity to
save the game board at this point. When you
begin a new game or reload the game, you can
re-load the game and continue on where you
last left off. Only one game can be saved in the
computers memory, so the game last saved will be
the one reloaded when this feature is invoked.
Quit : Ah..hah... here's the catch, you can quit the
game at any time and begin a new one or quit the
program, however, if you are not ahead at the
time you decide to quit, then, your score WILL
be recorded as a loss at that level.
If you have 30 or more countries it will be
considered a win at that level. Less then 30
is a loss!
Important
Conclusion
----------
The best way to learn is to just begin to play.
It takes only a few minutes to master the commands and
it will take hours to learn the best strategies to
defeat your opponents. Games average from 8 to 45
minutes.
This game is the result MANY long of hours of
programing. It is my most ambitious Shareware game I've
ever tried to create. I took all the suggestions from
my users of 'Battle for Atlantis' and incorporated them
into this new creation. I used a complete mouse
interface to make game play fast and enjoyable.