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-
- ΓòÉΓòÉΓòÉ 1. Rules of Dungeon Chess ΓòÉΓòÉΓòÉ
-
- <== double click for "General" Menu
-
- Dungeon Chess is played on an 8x8 grid. Two teams face each other at opposite
- ends of a dungeon. Destroy the opposition before it destroys you. You have 16
- weapons: 8 circs, 2 arcs, 2 trigs, 2 rects, and 2 stars. Rooms are only
- visible when weapons have access to them. Rooms that cannot be moved into
- cannot be seen.
-
- Points are scored but it is the team that destroys the other that wins. Points
- are used as a barometer only. Think of it as "collecting gold." You can collect
- a lot. That is good. But, lose your life and it's gone.
-
- << YOU === ScoreBoard == THEM >>
-
- The movement of the weapons is similar to chess. There is no "castling" and no
- "checkmate." Circs move like kings, one room in any direction. Arcs move like
- knights, over two and up one, down one and over two, etc. Trigs move like
- bishops. If a trig is the last weapon, it gains the power to also move like a
- circ. Rects move like rooks, stars like queens.
-
- Circs have a power similar to pawns in chess, called "morphing." To gain this
- power a circ must traverse the entire length of the dungeon and reach the enemy
- home row. A circ that does this is protected from harm. It cannot be attacked
- and it blocks access to that room by the enemy. It can, at your command,
- become any weapon of your choice. Once morphed, the circ becomes that new
- weapon and cannot again become a circ. Also, once morphed, the new weapon
- again becomes subject to attack.
-
-
- ΓòÉΓòÉΓòÉ 2. Scoring ΓòÉΓòÉΓòÉ
-
- <== double click for "General" Menu
-
- << YOU === ScoreBoard == THEM >>
-
- Circ 1 Point.
-
- Arc 2 Points.
-
- Trig 3 Points.
-
- Rect 4 Points.
-
- Star 5 Points.
-
- "Reaching Morph Row" 8 Points.
-
- "Morphing" 8 Points times the value of the weapon morphed
- into.
-
- "Hitting" Hitting weapon's value times "destroyed" weapon's
- value.
-
- "Bringing in Reserves" Value of weapon brought in.
-
-
- ΓòÉΓòÉΓòÉ 3. General Menu ΓòÉΓòÉΓòÉ
-
- <== double click for "New Game" help...
-
- The General menu allows you to start games, set visual conditions, set RADAR
- options, and turn on or off AUTOPLAY mode. These functions are simple point
- and click.
-
- New games are initiated in an "Empty" or "Populated" dungeon.
-
- There are two levels of visual effects: "Master," and "GrandMaster." The
- "Master" level is the dungeon in daytime. The "GrandMaster" level is the
- dungeon at night.
-
- RADAR can be used not at all, just for you, or for both sides.
-
- AUTOPLAY lets the computer play both sides at once.
-
- The "General" menu has the following commands:
-
- New Game Start Dungeon Chess
-
- Dungeon Visual Parameters
-
- RADAR Weapon Status
-
- AUTOPLAY Computer Simulated Games
-
-
- ΓòÉΓòÉΓòÉ 4. New Game ΓòÉΓòÉΓòÉ
-
- <== double click for "Dungeon Colors" help...
-
- When you choose "New Game," another menu appears which allows you to start
- with an "Empty" or a "Populated" dungeon. With "Empty," all weapons are in
- reserve. You get to pick the time and place to bring your weapons into the
- game. With "Populated," the weapons are loaded for you similar to traditional
- chess: circs in front, heavy weapons in the rear.
-
-
- ΓòÉΓòÉΓòÉ 5. Dungeon Colors ΓòÉΓòÉΓòÉ
-
- <== double click for "RADAR" help...
-
- You can choose from two color schemes according to the degree of perceptive
- difficulty: "Master" and "GrandMaster." Master level is analogous to being in
- the dungeon in the daytime. The rooms are brighter, making it easier to see in
- the dungeon. GrandMaster level is more like night fighting. The rooms are
- black as coal. It takes much greater concentration to "perceive" the dungeon
- in darkness.
-
-
- ΓòÉΓòÉΓòÉ 6. RADAR ΓòÉΓòÉΓòÉ
-
- <== double click for "AUTOPLAY" help...
-
- RADAR is the ability to "see" the status of weapons. RADAR is kept for
- "active" weapons, and "in reserve." If RADAR is "NONE" you have to keep a
- mental note of the status. With "HOME RADAR" you see only your own status. With
- "FULL RADAR," you can see both teams.
-
- The RADAR grid consists of two sets of five numbers. The first set of numbers
- (top-down) indicates "active" weapons. The second set shows "reserves."
- Reserves are made active via the "weapon" buttons. When reserves are
- activated, "reserve" RADAR decreases and "active" RADAR increases. When a
- weapon is destroyed, the "active" RADAR decreases.
-
- << YOU === Circs == THEM >>
-
- <<======== Arcs ========>>
-
- <<======== Trigs =======>>
-
- <<======== Rects ========>>
-
- <<======== Stars ========>>
-
-
- ΓòÉΓòÉΓòÉ 7. AUTOPLAY ΓòÉΓòÉΓòÉ
-
- <== double click for "WEAPONS" help...
-
- AUTOPLAY allows the computer to make the moves for both sides. This is helpful
- during the learning phase, to watch the computer make the moves. Also,
- AUTOPLAY is useful for demos of OS/2 capabilities, in particular, object
- graphics, and multi-thread capabilities. The menu choice toggles to turn
- AUTOPLAY on if it is off, and off if it is on. The text in the menu changes
- to reflect the state of AUTOPLAY. Remember, the text is a reflection of what
- will happen next, so that, if AUTOPLAY is "OFF," the text reads "AUTOPLAY,"
- if "AUTOPLAY" is "ON," the text reads "AUTO OFF."
-
-
- ΓòÉΓòÉΓòÉ 8. Weapons ΓòÉΓòÉΓòÉ
-
- <== double click for more about weapons.
-
- The Weapons consist of five types that differ in their range of movement and
- relative worth. Reserve weapons are accessed via a set of buttons (miniatures
- of each weapon) to the left of the dungeon. When you click one, the button
- lights to show you have selected it. You can then click on any available room
- in your home row. The room will also light up. Choose "Official" from the top
- menu or use the mouse to double click the room in the home row. The reserve
- weapon is activated. When all reserves for a button have been brought in, the
- weapon button disappears.
-
- Circ The point spreads.
-
- Arc The center meets the edge.
-
- Trig The diagonal flows.
-
- Rect The line forms.
-
- Star The best is the rest.
-
-
- ΓòÉΓòÉΓòÉ 9. Circ ΓòÉΓòÉΓòÉ
-
- <== double click for next help...
-
- The Circ is the first weapon. It can move one room at a time in any direction.
- Alone a circ is weak, but grouped together they are quite formidable. The
- circ has a special power that it and only it has: the power of the "Morph."
- Get a circ onto the home row of your enemy. The circ becomes safe from attack.
- It blocks the enemy from that room. And, it can become any other weapon, by
- your command.
-
-
- ΓòÉΓòÉΓòÉ 10. Arc ΓòÉΓòÉΓòÉ
-
- <== double click for next help...
-
- The Arc is the second weapon. It can move from the center of a circle, out to
- the edge. The arc can jump other weapons to get to the edge. Arcs are
- especially good at threatening stars because an arc in position to take a star
- can't be seen by that star. On the other hand, just about everything
- threatens arcs; they see where they are going, and from whence they come, but
- nothing in between.
-
-
- ΓòÉΓòÉΓòÉ 11. Trig ΓòÉΓòÉΓòÉ
-
- <== double click for next help...
-
- The Trig is the third weapon. It can move on diagonals only. There are two
- mutually exclusive sets of diagonals in the dungeon (even/odd). A trig that is
- in the "odd zone" has no access to the "even zone." There is one condition
- when a trig is able to access both zones. If the last weapon left is a trig,
- it gains the ability to move like a circ. That way it can defend itself in the
- whole dungeon, moving like a trig, or like a circ to get to the other zone.
-
-
- ΓòÉΓòÉΓòÉ 12. Rect ΓòÉΓòÉΓòÉ
-
- <== double click for next help...
-
- The Rect is the fourth weapon. It can move in a straight line, forward,
- backward, and side to side. Rects are blind to diagonals. They cannot jump
- over other weapons, but if the path is clear, they can get from one side of
- the dungeon to the other in a single move.
-
-
- ΓòÉΓòÉΓòÉ 13. Star ΓòÉΓòÉΓòÉ
-
- <== double click for next help...
-
- The Star is the fifth weapon. It has the power of all the other weapons
- combined, except the arc. Stars can move straight, or on diagonals. Stars
- can move great distances, like trigs and rects, or short distances like circs.
- They cannot jump over other weapons like arcs do.
-
-
- ΓòÉΓòÉΓòÉ 14. Morph Menu ΓòÉΓòÉΓòÉ
-
- <== double click for next help...
-
- <== double click for more on circs...
-
- Morphing is a power available only to circs. Usually the morph menu is not
- active and cannot be selected. If a circ is brought onto the enemy home row,
- it acquires the power to polymorph. The circ goes into static hybernation. It
- loses the power to move (or see) sideways. It gains a protective shell and
- cannot be harmed by the enemy, nor can the enemy move into that room while the
- circ is in hybernation. Acquiring polymorph capability earns you 8 points.
-
- At your command the circ in hybernation can be morphed into any other weapon:
- Arc, Trig, Rect, or Star. This is done by selecting the circ with the mouse
- and using the morph menu. When a circ is selected (and only when it is
- selected) the morph menu activates. When the circ is morphed you receive 8
- times the value of the weapon the circ becomes. Choose an arc, earn 16 points.
- Choose a star, earn 40. Remember a morph is safe only while hybernating. All
- other weapons, including a circ just morphed, are vulnerable to attack.
-
- Morphing does not count as a move. You still get your turn after the morph.
- You can move the morphed weapon but you don't have to move it. You can move any
- other active weapon. You can bring a reserve weapon in if one is available.
- Just remember that the new weapon is no longer safe from attack.
-
-
- ΓòÉΓòÉΓòÉ 15. Official Menu ΓòÉΓòÉΓòÉ
-
- <== double click for "UnSelect" help...
-
- Official is used to make a move permanent. Once a weapon is brought out of
- reserve (with the Weapon Button), it can be moved only by its direct
- manipulation.
-
- The "Official" process is: (using left mouse button)
-
- 1) select weapon (either active or reserve) with mouse;
-
- (Weapon shows with yellow highlight)
-
- 2) select destination room with mouse;
-
- (Room shows with green highlight)
-
- 3) select "Official."
-
- The "Official" sequence has a short-cut method. Steps 1 and 2 are the same,
- but instead of selecting "Official" from the menu, destination room is "double
- clicked" with the left mouse button. The double click has the same affect as
- clicking "Official" on the menu.
-
- The selecting of weapons and destination rooms is indicated by a ribbon of
- highlight color which surrounds the room(s) selected. The selection order is
- important. The weapon MUST be selected before the destination.
-
-
- ΓòÉΓòÉΓòÉ 16. UnSelect Menu ΓòÉΓòÉΓòÉ
-
- <== double click for rules...
-
- UnSelect "undoes" a partial move. Should the sequence of selecting a weapon
- and then selecting a room to move into become out-of-sync, use the "UnSelect"
- menu to clear everything and start the whole move over.
-
- UnSelect works only for partial moves. Once a move is "official," it cannot be
- undone. Once a circ is morphed, it cannot be returned to its original state
- as a circ. Again, "UnSelect" works only when the official sequence has not yet
- been completed.
-
- The "Official" process is: (using left mouse button)
-
- 1) select weapon (either active or reserve) with mouse ;
-
- (Weapon shows with yellow highlight)
-
- 2) select destination room with mouse;
-
- (Room shows with green highlight)
-
- 3) select "Official."
-
- The "Official" sequence has a short-cut method. Steps 1 and 2 are the same,
- but instead of selecting "Official" from the menu, destination room is "double
- clicked" with the left mouse button. The double click has the same affect as
- clicking "Official" on the menu.
-
- The selecting of weapons and destination rooms is indicated by a ribbon of
- highlight color which surrounds the room(s) selected. The selection order is
- important. The weapon MUST be selected before the destination. If something
- goes wrong with the sequence "UnSelect" and you start over.
-
-
- ΓòÉΓòÉΓòÉ 17. Help Menu ΓòÉΓòÉΓòÉ
-
- <== double click icon for help...
-
- The help menu has selections of both a general nature and selections specific
- to Dungeon Chess (i.e. Rules). It is recommended that the index be used for
- the easiest access to specific help information.
-
-
- ΓòÉΓòÉΓòÉ 18. Index ΓòÉΓòÉΓòÉ
-
- <== double click icon for help...
-
- The index allows you to jump to specific areas of help. For Dungeon Chess, the
- index is recommended for reaching the various help topics directly.
-
-
- ΓòÉΓòÉΓòÉ 19. Extended Help ΓòÉΓòÉΓòÉ
-
- <== double click for rules...
-
- <== double click for menus...
-
- <== double click for moves...
-
- <== double click for weapons...
-
- <== double click for "Morph" help...
-
- Specific to Dungeon Chess are many topics that are covered. Use the help
- index, or double click the icon(s) above for a sequential tour of help topics.
- Each time an icon for Dungeon Chess is double clicked, the next leg of the tour
- will display. You can end help at any time, and return to the game, by double
- clicking in the top left corner of the help window.
-
-
- ΓòÉΓòÉΓòÉ 20. Using Help ΓòÉΓòÉΓòÉ
-
- <== double click icon for help...
-
- This choice provides standard explanations of the help functions as they
- pertain to all OS/2 programs that use standard help. There is nothing specific
- to Dungeon Chess to be found. If you are not familiar with OS/2 help features,
- choose this item for a tutorial.
-
-
- ΓòÉΓòÉΓòÉ 21. Keys ΓòÉΓòÉΓòÉ
-
- <== double click icon for help...
-
- Dungeon Chess does not make use of the keyboard except where a menu choice can
- be reached or selected with a letter. In these cases, the letter which
- invokes the choice is underlined.
-
- Move the focus to the top level menu by pressing F10. From there type the
- appropriate letter from the keyboard and the menu choice is invoked.
-
-
- ΓòÉΓòÉΓòÉ 22. Contact ΓòÉΓòÉΓòÉ
-
- <== double click icon for help...
-
- (C) Copyright 1991, 1994 Craig M. Seavey
-
- All rights are reserved.
-
- Dungeon Chess 3.0 is shareware with no warranties expressed or implied.
-
- In addition to this version which is 1 player only, there is a network
- version. ChessNet is a 16-bit application which runs in OS/2 1.2 or better.
- As it is tightly coupled to Comm. Mgr., it will only run with OS/2 EE,
- Extended Services, or CM/2 installed (which is why this version was created!)
- If you have a network, ChessNet supports NetBIOS, APPC, and IEEE 802.2
- network protocols.
-
- To become an official user of Dungeon Chess, and/or correspond with the author
- contact:
-
- Craig M. Seavey
-
- 12440 SW 186 St.
-
- Miami, Fl., 33177
-
- (Compuserve ID = 75450,451)
-
- (Internet ID = ccv@shadow.net)
-
- A nominal fee of 10 (ten) U.S. dollars is greatly appreciated.
-
-
- ΓòÉΓòÉΓòÉ 23. Dungeon Chess info ΓòÉΓòÉΓòÉ
-
- This dialog displays the copyright notice.
-
-
- ΓòÉΓòÉΓòÉ 24. OK ΓòÉΓòÉΓòÉ
-
- The OK button closes dialogs.