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- ARMY, Version 1.2 February, 1989
- Copyright, 1989, by
- Dwain Goforth, 1260 Sunset Ave., Arcata, California, 95521 (707) 822-1291
-
- ARMY is a strategy board game for two players and requires a 640 x 480 VGA
- adapter and a mouse.
-
- The following files are required to run ARMY and must be together on the
- default directory:
- ARMY.EXE - the program
- ARMY.BD1 - four...
- ARMY.BD2 - parts...
- ARMY.BD3 - of...
- ARMY.BD4 - board.
- ARMY.BLD - pieces, dice, etc...
-
- The object of the game is to defeat the opposing captain while protecting your
- captain from attack ("capture the flag".) There are four kinds of pieces, a
- board with various kinds of terrain and two rafts which can be used to cross
- the lake.
-
- Each turn consists of the play of four dice. For each die, a piece can either
- move or fight. Movement is limited by the die value, the movement power of
- the piece, and the terrain that will be crossed. Fighting is limited by the
- the die value and the fighting power of the attacker versus the defender's die
- value and fight power.
-
- If the players wish to end the game before a captain is defeated they may quit
- via the <F9> key (which often must be followed by hitting any other key or
- mouse button.)
-
- It's pretty much that simple, move or fight for four pieces per turn, so the
- novice can learn to play instantly.
-
- The game does, however, have a lot of rules - which the computer sees to it
- are enforced. The following is a summary of the pieces, terrain and rules:
-
- ----- GAME PIECES -----
-
- Captain - The piece shaped like a tent (either blue for the west team or
- red for the east team) is your captain which you must protect
- at the cost of the game. It is limited to a move of 1 (for a
- move die of 1) or 2 (for a move die of 2 to 6). It has a
- fighting power of 1.75 times the die making it the strongest
- piece. The captain can fight with impunity against any other
- piece except the other captain; that is all fights INITIATED by
- a captain end in victory for the captain or a draw. The
- captain's attack range is 2 spaces but unlike all the other
- pieces can only be attacked from an adjoining space. Because
- of this, your captain is completely protected if it is
- surrounded by your men, water or walls (but see artillary and
- and walls). Captains cannot cross water either to move or
- fight (they don't want to get their boots muddy) but they can
- use the bridges or ride the rafts.
-
- Artillary - The cannons are second in fighting power (1.5 times the die) and
- can attack from within four spaces. There are five each to
- start with. Artillary have the unique ability to destroy walls
- by using a six die to fight against a wall (only a six will
- work). After the wall is destroyed the pieces are free to move
- or fight through it. While powerful, they are the slowest of
- the main pieces, having a move ability of only .75 of the die
- value. They cannot cross water (they would rust) but can use
- the bridges and rafts. They can, however, fight across water
- (cannonballs fly through the air, right?)
-
- Calvary - The horsemen have a move ability of 1.25 times the die value so
- they are the fastest pieces. They can cross water (if the far
- shore is within range) but the water will slow them down to
- just reaching the far shore no matter if the die value is
- greater. Their fighting power is 1.25 times the die and they
- can attack within three spaces. Fighting across water will
- reduce their fight power by one. Each player starts with ten.
-
- Infantry - The foot soldiers take the brunt of the fighting and are often
- called on for suicide missions (just like real life.) They
- have a fight power of one and a move ability of one times the
- die. They only have an attack range of one so they cannot
- fight across water but can move across water with the same
- restrictions as calvary. Each player starts with 15.
-
-
- ----- TERRAIN -----
-
- Plains - These two areas allow moves at the regular one times the move
- and value. Roads are simply fast paths through the forest; where
- Roads there is no forest, there is no difference between roads and
- plains. Do be aware of the subtle turns in the roads as you
- may not find out you landed in forest until it is too late.
- Bridges are the same as roads but be aware they were designed
- to slow down galloping horses. (The hummocky areas next to the
- rivers are in fact plains, and the hummocks are used to show
- they are different from adjoining forest.)
-
- Forest - Rate of movement in the forest areas is 1/2 times normal, but
- only when you STARTED on forest. That means crossing forest
- from a start on road or plains still gives the move ability of
- road/plains.
-
- Water - The rivers and lake on the board are barriers to captains and
- artillary (except for bridges and rafts). No piece can land on
- water but calvary and infantry may be able to cross it. Water
- slows down travel and weakens the fighting power of calvary.
-
- Walls - Walls are barriers to all pieces, but can be broken down by
- artillary fighting them with a six die. No piece can fight
- across a wall, no matter the normal range.
-
- Rafts - The two rafts provide quick transport across the lake. All you
- have to do is move to them and you will be on your merry way.
- Note that the raft will stay on the other side until you get
- off and you or your opponant again moves back on to them.
- Moving from a raft is 1/2 times normal (same as forest.)
-
- --------------------
- When you fight, the computer will role the opponents defense die, announce the
- winner and display the score. A little practice with the scoring will give
- you a feel for fighting ability.
-
- No piece can move past an enemy piece if the path (determined by the computer
- of course) would land on the location of the enemy piece.
-
- Also, captains and calvary cannot fight a piece if the path to that piece is
- blocked by an enemy piece. This is not true for artillary because cannonballs
- fly through the air, remember? Infantry can fight only one square away,
- anyway.
-
- You are usually given the option to back out of a move or fight by hitting the
- "Q" key for quit. The exception to this is that once you have chosen a die
- you must use it.
-
- Reinforcements - After the game has progressed you may occasionally receive
- reinforcements arriving near where your pieces started (west or east roads.)
-
- Well that's about it. Don't forget that the <F9> key is the quit key and that
- you may need to hit a mouse or other key after the <F9>. And don't forget that
- you must be right next to a captain to fight it.
-
- In order to maximize speed, there is no error catching implemented. The
- program runs clean (ha ha, famous last words) so the only errors you should
- get are for not having a VGA and mouse installed or configured, or not having
- one of the required files on the default directory. I would very much like to
- hear from anyone that finds bugs. Please jot down and send to me any error
- messages (especially addresses) and other pertinant details and I will do my
- best to reward you.
-
- * A Caveat * Since the computer is calculating your route of travel across
- the board you may find that some moves that look ok will be denied. All I can
- say is you can't argue with the umpire. However, I can give the umpire a
- lobotomy so forward your suggestions.
-
- * Disclaimer * This game was written by a pacifist. Any references to real
- armies, guns, bullets, and killing is purely coincidental to the goal of
- producing a fun game. While one person can play ARMY it is much more fun with
- two real live humans. My six-year old loves to ride the rafts and shoot
- cannons at walls. I think games should be social, most computer arcade games
- leave me dry.
-
- * Sales Pitch * This game is not free, it has already cost me grey hairs and
- probably future cataracts and brain damage. As Shareware, ARMY is copyrighted
- by myself, Dwain Goforth, 1989, and you are licensed to use and distribute it
- (please, no modifications.) No fee whatsoever may be charged for its distri-
- bution (including copying, handling, postage, etc., etc...), without my
- permission.
-
- I am asking $20 for registration (I know it's alot for a game.) Registrants
- will receive the latest version of the program as well as free trials and
- discounts when significant new versions are created. If you can't afford $20
- send what you can and I'll be happy anyway.
-
- With your support I will pursue better sound, the computer as opponent, saving
- games in the middle for later retrieval, and the ability to load different
- boards and layouts. I would especially appreciate comments and suggestions
- concerning likes and dislikes about ARMY.
-
- Have fun...
- Sincerely,
-
- Dwain Goforth
- 1260 Sunset Ave.
- Arcata, California 95521
- (707) 822-1291
-