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- CIRCUIT WAR
- v1.0
- Richard Reed
- ©1989
-
-
- Enemy CPU's occupy a common grid, but only one can ultimately survive.
- Only by utilizing a fleet of gridrunners riding on an array of circuitry
- festooned with various electronic objects, can each CPU bring about the
- destruction of its enemies. The war is on - the total domination of the
- Grid is up to you!
-
-
- Circuit War is a 2-4 player strategy game that involves a whole lot more
- strategy than I remember originally intending it to have! The game
- requires the victorious player to crush the opposing CPU's by draining
- their energy levels to below zero, & only a collision with a gridrunner
- accomplishes this. As this is the only way to kill a player, the entire
- object of the game is to build circuitry that can get your gridrunner onto
- an opposing player's CPU or allow a beam shot that will push a gridrunner
- into the CPU. Before discussing how to go about achieving these two
- objectives, an explanation of the game basics & objects are in order.
-
- 1> THE GRID & PLAYING SCREEN
- The Grid is a set of points (19 x 12) on which the entire war is waged.
- CPU's are placed randomly on the edges. On the upper right hand corner, a
- row of colored blocks appear, indicating the order of sides for each turn.
- Below that is a number that tells how many actions the player has remaining
- in the current phase. The colored bars indicate the energy levels of each
- side. When building units during the build phase, a portion of the bar will
- darken, indicating how much the selected unit will cost in relation to the
- total energy.
-
- 2> MECHANICS
- Circuits are the "roads" that Gridrunners traverse - they can't move from
- one point to the next without a circuit between them. Various other objects
- can be present on these circuits between any two points, and these objects
- have different effects on anything going through them. Of special
- importance is the recognition of the three basic energy levels, WEAK,
- NOMINAL, & STRONG that a gridrunner can exist in. These energy levels are
- shown by three distinguishable (hopefully) color intensities. A
- gridrunner's energy level directly affects its attacking ability and the
- power of the beam it fires. Gridrunner beams traverse circuitry the same
- manner as gridrunners and are subject to the same effects through objects
- gridrunners face, but their main use is to push other gridrunners around
- (one hopefully into an enemy CPU!).
-
- 3> OBJECTS
-
- CPU - The Central Processing Unit is the heart of any side. Gridrunners
- originate from CPU's and most of a side's defenses revolve around it as
- it is the vulnerable point in its circuitry. A side is destroyed when
- its energy level is drained below zero (only a gridrunner collision
- with a CPU can achieve that).
-
- CIRCUIT - The circuit is the basic element underlying all Grid
- construction. A circuit provides a pathway between any two points on
- the Grid on which either a gridrunner or beam fired from a gridrunner
- can traverse. Additionally, other objects can be built on a friendly
- circuit (indicated as the same color as the owning player). When
- building circuits, they don't have to be connected. You can build them
- anywhere except next to an opposing player's CPU. Circuits also
- provide 1 point of energy each energize phase - the more circuits you
- have, the more power you'll generate each turn.
-
- GRIDRUNNER - Nothing much would happen on the Grid without the gridrunner.
- These are the only mobile units in the game and are created immediately
- adjacent to the building player's CPU. Gridrunners can only move
- across circuits (friendly or enemy) and exist only the
- gridpoints. Gridrunners capture any enemy circuit they traverse,
- changing it to the gridrunner's color, as well as attack any adjacent
- circuit, success depending largely on what it is attacking and the
- strength of the attacking gridrunner, but the strongest point of a
- gridrunner is its ability to fire a beam through the existing
- circuitry. Its beam is of a "pressor" nature (it pushes other
- gridrunners around when it runs into them). Gridrunners also attack
- other gridrunners by moving onto their grid point. The gridrunner with
- the higher energy level will ultimately survive such an attack, with
- the other gridrunner's energy level subtracted from the victor. In the
- case of both having equal energy levels, there is a 50% chance that the
- attacker will survive, destroying the defender, or both will explode,
- affecting the surrounding circuitry as well. A gridrunner that moves
- onto a CPU will drain the CPU an amount depending upon the gridrunner's
- power: stronger = more energy loss. If that side's energy falls below
- zero, that side is dead!
-
- RESISTOR - The resistor always dissipates one energy level from whatever
- passes through it, friendly or unfriendly, ie. a STRONG gridrunner will
- become a NOMINAL gridrunner after moving through a resistor; a WEAK
- beam will stop upon hitting a resistor.
-
- CAPACITOR - Capacitors are "selective resistors" that hold charge. Any
- beam or gridrunner passing through a friendly capacitor with stored
- energy will be charged up one level if below STRONG, the capacitor
- giving up one of its stored energy points. Any enemy beam or
- gridrunner passing through will be drained one level, the capacitor
- gaining one energy point. Capacitors can hold a maximum of 20 energy
- points and will not drain enemy beams or gridrunners if full. On the
- other hand, a capacitor with 0 charge will not charge a friendly beam
- or gridrunner below STRONG. Upon construction, capacitors start out
- with 10 energy points. Their current energy levels can be checked at
- anytime during a player's turn by clicking on them.
-
- SWITCH - Switches are toggles that allow passage of beams or gridrunners
- when on(closed), disallowing passage when off(open). They can be
- toggled anytime during the movement or action phases and count as one
- action. Any beam or gridrunner moving onto an open(off) switch will
- immediately be destroyed. Closed(on) switches permit traversal like
- an ordinary circuit. Switches cannot be blown by beams.
-
- DIODE - Diodes are one way constructs that allow passage only in one
- direction. Anything traversing the other way is immediately destroyed.
- Passage direction is indicated by the direction of the triangle (the
- reverse of electronics schematics when tracing current flow). A beam
- that hits a diode the wrong way has a slight chance of blowing the
- diode depending on the beam's strength.
-
- GROUND - Grounds destroy anything that moves onto them. Enough said.
-
- TRANSFORMER - The wildcard object. Transformers affect both the ownership
- and energy level of whatever goes through it. A strong red gridrunner
- could move through it and come out a nominal blue gridrunner!
-
-
- 4> TURN PHASES
-
- There are 4 phases per turn. All phases albeit the Energize Phase require
- player interaction that can be terminated at anytime by selecting "End
- Turn" from the Turn pull-down menu.
-
- ENERGIZE
- During the Energize Phase, each side receives one energy point for each
- circuit of their color, including circuits with objects, to a max of
- 150. Approximately one fifth of any energy left over from the previous
- turn is carried over into the next turn. Any destroyed side's greyed
- circuitry may either convert to the color of gridrunner that killed
- that side, decay and disappear, or simply remain, unchanged. Player
- order is randomly determined for the turn and displayed in color blocks
- on the upper right hand corner of the display.
-
- BUILD
- Players build their circuitry during the Build Phase. Five things can
- be built per player per turn, energy levels permitting. Use the Build
- pull-down menu to select what to build, then click in the appropriate
- place where you want to build the item. Items that can't be built
- because of insufficient energy are ghosted. The program will
- automatically end your turn if you don't have enough energy to build
- anything and/or have used up all your 5 actions.
-
- MOVE
- Gridrunners are moved during the Move Phase. To move a gridrunner,
- click on it, then click on any adjacent point connected by a circuit.
- Switches can be toggled as well.
-
- ACTION
- In the Action Phase, gridrunners attack adjacent circuits and/or fire
- beams. First select the gridrunner to perform an action by clicking on
- it, then decide whether to attack or fire. Attacking requires you
- click on any adjacent circuit after selecting the gridrunner.
- The success of the attack depends on the energy level of the gridrunner
- and what its target is. To fire a beam, select a direction to fire
- from the directional rosette below the order blocks and the number of
- actions remaining indicator. Then select a flux direction from the
- same rosette after it changes color. Flux direction influences the
- direction the beam will take should it run into a T-intersection -
- it'll most likely take the flux direction if that direction is
- available at the intersection.
-
-
- 5> PARTICULARS
-
- BEAMS - Beams are emitted from gridrunners during the Action Phase. They
- start out with the same energy level as the firing gridrunner (ie. a
- NOMINAL gridrunner will fire a NOMINAL beam), and traverse circuitry in
- the same manner as gridrunners, objects affecting them identically.
- Beams simply go straight ahead, following a path, until they reach a
- T-intersection that blocks their current direction, upon which they
- will move a different direction (never backwards, though). Prone to
- the effects of range, they also lose one energy level for every 10
- circuits they traverse. Pushing along a gridrunner costs a beam one
- energy level per push. A beam that strikes a CPU disrupts smooth
- energy flow, causing a percentile loss of energy for that side
- dependent on the energy level of the striking beam. Being a percentile
- loss, repeated beam hits will never reduce a player's energy level
- below zero. Only gridrunners running into the CPU can bring a player's
- energy below zero.
-
- GRIDRUNNERS CAPTURING CIRCUITS - If a gridrunner dies while traversing a
- circuit, the circuit still belongs to the original owner. Gridrunners
- can only capture circuitry only if they come out of the traversal at
- least with a WEAK energy level. WEAK gridrunners cannot capture
- circuits that would cause them to lose a energy level.
-
- BLOWING CIRCUITS - When a circuit is blown through a gridrunner attack, a
- beam attack(diodes only), or a dying gridrunner, the object, if any, is
- destroyed first, leaving an empty circuit. An empty circuit that's
- blown disappears, terminating that connection.
-
- GRIDRUNNERS DYING ON CIRCUITS - Any gridrunner that dies on a circuit can
- blow out that circuit depending on its energy level before dying. ie.
- a STRONG gridrunner traversing an open(off) switch has a greater chance
- of blowing out the switch than a WEAK gridrunner in the same situation.
-
- GRIDRUNNER COLLISIONS - As previously stated, gridrunners moving onto other
- gridrunners have adverse effects. Friendly gridrunners running into
- each other will meld, combining their energy into one gridrunner, the
- energy level the sum of the previous two (up to the max of STRONG).
- NOMINAL + WEAK = STRONG : WEAK + WEAK = NOMINAL, etc. Enemy
- gridrunners colliding into each other will cause the effects detailed
- in the description of the gridrunners detailed earlier. A mutual
- explosion will attack adjacent circuitry at 50%-(total energy of both
- gridrunners)*10% where WEAK = 0, NOMINAL = 1, STRONG = 2.
-
- GRIDRUNNERS RIDING BEAMS - A gridrunner being pushed by a beam is pushed
- across the circuit before the beam, and thus a STRONG gridrunner riding
- a friendly NOMINAL beam through an enemy capacitor would lose a level
- to the capacitor, then capture it. The beam follows, resulting in a
- NOMINAL gridrunner riding a NOMINAL beam (the beam loses a level
- pushing the gridrunner, but gets charged a level by the now friendly
- capacitor!) This example of course assumes that the beam doesn't decay
- due to range.
-
- BUILDING GRIDRUNNERS - Gridrunners can only be built adjacent to CPU's on
- points connected by circuits. If any object exists on the
- connecting circuit, the gridrunner will be built as if it had traversed
- the circuit, capturing it if not friendly. Anything that would
- normally kill a gridrunner (a ground, a diode pointing in the opposite
- direction) has a chance of destroying the gridrunner, though there is
- 33% chance that the CPU can successfully transmit the gridrunner across
- such a connection. Any other gridrunner that has the unfortunate luck
- to be on the build point will be destroyed and replaced with the new
- gridrunner.
-
- KILLED PLAYERS - A player's side dies when it's energy level falls below
- zero as a result of a gridrunner collision (ANY - friend or foe!). The
- player will grey out, its circuitry becoming fair game for anyone who
- wants to capture the circuits. Greyed capacitors are treated as enemy
- capacitors. Additionally, the dead circuitry has a chance of converting
- to the color of the gridrunner that killed that side during the
- energize phase as well as simply decaying away.
-
- 6> TABLES
-
- BUILD COSTS
- item energy cost
- -------------------------
- CIRCUIT 2
- GRIDRUNNER 10
- RESISTOR 3
- CAPACITOR 7
- SWITCH OFF 3
- SWITCH ON 2
- DIODE(ALL) 4
- GROUND 10
- TRANSFORMER 15
-
- OBJECT EFFECTS(both gridrunners and beams)
- object effect
- -------------------------
- CIRCUIT no effect
- RESISTOR -1 energy
- CAPACITOR -1 energy (enemy) +1 energy (friendly if > STRONG)
- SWITCH OFF destroyed
- SWITCH ON no effect
- DIODE no effect (right direction) destroyed (wrong direction)
- GROUND destroyed
- TRANSFORMER energy & ownership randomized
-
- OBJECT DEFENSE STRENGTHS
- gridrunner attack gridrunner dying on circuit
- object base percentage base percentage
- ---------------------------------------------------------------
- CIRCUIT 50% 0%(not possible)
- RESISTOR 65% 45%
- CAPACITOR 50% 60%+CAPcharge*2+GRenergy
- SWITCH OFF 50% 35%
- SWITCH ON 50% 0%(not possible)
- DIODE 65% 50%
- GROUND 15% 25%
- TRANSFORMER 20% 0%(not possible)
- *all base percentages have GRenergy*10% added to them where
- WEAK = 0, NOMINAL = 1, STRONG = 2
-
- 7> STRATEGY
- First off, I'll profess that I'm not a very good player of my own game,
- but, given the extensive playtesting sessions I've picked up a few
- strategies.
-
- Circuits should be built first, in order to give a good energy base as
- well as a basic framework on which to place objects. Great care should be
- taken as to how your circuits are placed around your CPU. A common tactic
- was to create a few lines branching out of the CPU where gridrunners would
- appear and have these connect in T-intersections to some sort of loop. A
- T-intersection resembling such...
- _______
- ------| |
- | | |-- to CPU
- | | |
- -----------
- ...is an interesting construct as any beam entering from the left cannot
- follow the branch to the CPU! It'll just go straight past the branch to
- the CPU as it's direction won't be blocked in any manner.
-
- Circuitry doesn't have to be connected and you can build circuits right
- in the midst of "enemy territory" as long as there's space. A favorite
- tactic was to build one or two circuits on an enemy's grid that would mess
- up the entire configuration (connect loops that weren't meant to be
- connected, extend paths that weren't supposed to, etc.). Keep in mind,
- though, that putting a circuit in the midst of "enemy territory" is like
- giving away free circuits as it's relatively easy for one of your enemy's
- gridrunners to capture it.
-
- Diodes are very handy, especially on connection routes to enemy circuitry,
- but be careful when you send your gridrunners beyond the protection of the
- diode. It just takes a beam to push it the wrong way back against it!
-
- Never underestimate the value of the switch. In some ways, they are more
- versatile than diodes on connection routes - they can't be blown by beams
- like diodes can and are sturdier in that aspect.
-
- Use resistors strategically. When your gridrunners start flooding onto
- enemy circuitry, it'll be a war of energy levels when encountering enemy
- gridrunners, and only those with the higher levels will prevail.
-
- Capacitors are valuable recharge bases for weakened gridrunners. Defend
- them well - they're easy to capture. A gridrunner just has to traverse it
- once, losing an energy level, and then move through it a few times to
- charge up to full strength!
-
- Grounds are the final word on any path. Their durability under attack
- almost insures their deadening finality. A gridrunner riding a beam into
- an array of grounds is as good as gone.
-
- Transformers should be used as last ditch defenses or played as wildcards.
- Not too many players move their gridrunners through them, but when a
- gridrunner is pushed through one... and how about its effects on that
- weakening beam?
-
- Moving too slowly during the Move Phase? Try pushing your gridrunners
- around with your beams - Grid Mass Transit! Mess up your foe's gridrunner
- fleet - meld them together with your beams!
-
- Well, I won't divulge any more...
-
- 8> NOTES
-
- Circuit War v1.0 is released to the Public Domain mainly for input and
- playtesting. I'm thinking of releasing it commercially through a disk
- magazine but need some input regarding its playability. Back home over
- Christmas Vacation, my playtest group consisted of a group of guys that were
- invaluable in developing and changing the game to its current version, but
- now, back here in art school (CCAC), there's really no one around to playtest
- (we're all just art students after all!!!).
-
- There is in actuality a save game feature, but I've disabled it for the
- Public Domain release (sorry, I know the games can really drag on
- sometimes). The commercial version, if any, will include that along with a
- few more refinements. As for a computer player, I don't even want to think
- about that right now, seems as difficult as writing one for a chess game!
-
- Circuit War can be run from workbench by clicking on its icon or from the
- CLI by typing "CircuitWar". Currently, it looks for Jim Lee's 2001 font in
- the current fonts directory (the font is displayed on the About message),
- but will revert to Topaz if it can't find it.
-
- Anyway, if you have any comments or suggestions for Circuit War leave me a
- message on the AAA BBS (415)-222-9416, the FAUG BBS (415)-595-2479, the
- HomeBase BBS (415)-863-1781, or the WC BBS (415)-845-4812. Any message
- would be greatly appreciated. Bugs?! I hope not!
-
- Thanks,
- Rick Reed
- 5270 College Ave. #1
- Oakland, CA 94618
- (415)-654-7473
-
- Special Thanks to the Diligent Playtesters:
- Jay Kam
- Alvin Asakura
- Ryan Shigetani
-