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- T H E G A M E O F
-
- J EEEEE OOO PPPPP AAA RRRRR DDDD
- J E O O P P A A R R D D
- J EEE O O PPPPP AAAAA RRRRR D D
- J E O O P A A R R D D
- JJJJJ EEEEE OOO P A A R R DDDD
- Version 1.2
-
- Robert A. Casper So THRILLING that
- 915 Sacandaga Road the screen VIBRATES
- Scotia, NY 12302 with EXCITEMENT!!
-
-
- Jeopard is a classic strategy game for 2 to 8 players. The object is
- to conquer the world by occupying every territory on the screen.
-
-
- REQUIREMENTS:
-
- Amiga computer (keyboard, mouse, one drive)
- One megabyte memory (at least)
- a few hours
-
-
- THE SCREEN:
-
- The text window appears at the top of the screen. This window will
- contain information, instructions, and menus. You can drag this window down
- to access the front/back gadgets of the Jeopard screen.
- The map window contains the playing board. The world is divided up
- into 42 territories and 6 continents. Each territory contains a colored box
- and a number. The box (called the "hotspot") is the place where you click
- the mouse when you wish to select that territory. The hotspot box will be
- the color of the player who owns it. The number tells you how many armies
- are on that territory. When more than 99 armies are on a single territory,
- two asterisks (**) will appear instead of a number. There must be at least
- one army on each territory during the game.
- There are three command boxes on the righthand side of the window. The
- first one, labelled "END TURN AND PASS THE DICE", should be clicked when you
- are finished with your turn. The second, "CANCEL ATTACK", is used if you
- change your mind about which territory to attack from. This only works if
- you have NOT selected a target territory. The third box, called "REPEAT
- LAST ATTACK", saves you the trouble of selecting a source and target if they
- are the same as last time. The "last attack" is reset at the beginning of
- each turn. This command box is especially useful when you are using manual
- dice rolling.
- A requester window will occasionally appear between the text and map
- windows. When this happens, you MUST type something in to continue with the
- game. If you accidentally click the mouse in another part of the screen
- when a requester is present, you will have to click in the requester before
- you can type into it. The requester will contain a question and a default
- answer in brackets. If you want to choose the default answer, just hit
- RETURN without entering anything.
- A small window also appears on the workbench screen with my name and
- address. This is not used during gameplay.
-
-
- CARDS
-
- There is a card for every territory on the screen, plus two wild cards.
- Each card (except the wilds) has a symbol attached to it. The symbols are
- CANNON, SOLDIER, and HORSE. A wild card represents all three symbols.
- You receive one card after every turn during which you attack and
- occupy attack a territory. At the start of your turn, you may "turn in" a
- set of three cards to gain bonus armies. The number of armies that you get
- starts at 4 and goes up to 6, 8, 10, 12, 15, 20, 25, etc. The number
- increases every time someone turns in cards.
- A set of cards is 3 soldiers, 3 cannons, 3 horses, one of each, or any
- two and a wild. You MUST turn in a set of cards when you have five cards at
- the start of your turn. There is always a set in any five cards.
- If you eliminate one of your opponents during the game, you will get
- all the cards he was holding. If you have more than 4 cards when this
- happens, you will be able to turn in a set, place the bonus armies wherever
- you want, and continue attacking. HINT! -- When you have a weak position on
- the board, you should turn in cards as soon as possible so that people won't
- wipe you out to get your cards.
-
-
- RUNNING THE PROGRAM
-
- You may either double click the icon or type the following:
-
- 1> stack 5300
- 1> jeopard
-
-
- SETTING UP THE BOARD
-
- The first requester asks if you want to play a saved game. The program
- doesn't tell you which games have been saved, so you should know which game
- you want to load before you start Jeopard. If you wish to start a NEW
- game, just push RETURN.
- Next you choose the number of players and their colors. The first
- player is randomly chosen, but the order in which you select colors is the
- order that you will take turns playing. This is analogous to choosing where
- you will sit around the table. For example: if you select RED, BROWN, and
- GREEN in that order, RED isn't automatically the first player. If BROWN is
- chosen to go first, the turns will progress like this: BROWN, GREEN, RED,
- BROWN, GREEN, RED, etc.
- You are now given the choice of Random or Strategic placement of
- armies. Random placement (the default) lets Jeopard divide the world
- between all the players. Strategic placement lets you pick which
- territories you want. Each player in turn will select the hotspot of an
- unclaimed territory until none are left. Note that there is no need to
- click in the last territory because Jeopard will automatically give it to
- the next player in line.
- Now you place your remaining armies on your territories. If you want
- to change your mind later, before the game begins, you may.
-
-
- PLAYING THE GAME
-
- A player's turn consists of four steps:
- 1. Adding new armies
- 2. Attacking
- 3. Fortifying your position
- 4. Viewing your cards
-
- 1. Adding new armies
- The number of armies you receive is determined using three factors:
- number of territories owned, continents occupied, and cards turned in.
- If you only own one territory, your armies are automatically put there.
-
- A. The number of territories owned is divided by three, fractions
- dropped. This gives you the basic number of new armies (minimum 3)
-
- B. If you occupy every territory of a continent at the beginning of
- your turn, you will get bonus armies. The bonus depends on the
- continent:
-
- Australia 2 armies
- South America 2 armies
- Africa 3 armies
- North America 5 armies
- Europe 5 armies
- Asia 7 armies
-
- C. You will get more armies for turning in a set of cards. If you own
- a territory represented by a card that you turn in, there is an
- additional bonus of two armies that goes in that territory.
- Whenever a card is displayed on the screen, it is the color of the
- owner to make it easier to pick out the ones you own.
-
- 2. Attacking
- After you place the new armies, you may attack your opponents. Do this
- by clicking on the place you want to attack from, then the target territory.
- These two territories must be adjacent. Adjacent territories are either
- physically touching or connected by a line. Alaska is adjacent to
- Kamchatka. You must have at least two armies in the place you are attacking
- from, because you have to move armies into a captured territory.
- The number of dice the attacker may roll on a single attack depends on
- how many armies are on the territory he is attacking from. This table
- shows the exact number allowed:
-
- Number of Armies Minimum dice allowed Maximum dice allowed
- 2 1 1
- 3 1 2
- 4 (or more) 1 3
-
- The defender may roll one die for every army on his territory, with a
- maximum of two. The defender always wins in the case of a tie. Generally,
- if you roll more dice, you have a greater chance of winning, but you risk
- losing more armies. The defaults for the number of dice are always the
- maximum available to you. When I play Jeopard, I always use the defaults.
- There are two ways of rolling dice: Manual and Autoroll. The default
- is Autoroll, because I use it all the time. If you prefer Manual, just
- choose it once and it will be the new default for that game. Manual rolling
- will display the attacker's dice "tumbling". Hit any key to freeze them.
- The numbers will be sorted and displayed in the text window. Now the
- defender's dice will "tumble". He should hit a key to freeze them. The
- armies lost will be removed from both attacking and defending territories.
- You can attack again if you wish. This is where the "REPEAT LAST ATTACK"
- command box comes in handy.
- The Autoroll technique is a real advantage over physically rolling
- dice. You can conduct a major battle between hundreds of armies in a matter
- of seconds! When you choose Autoroll, you decide at what point you will
- stop attacking, so you can prevent losing all your armies. The computer
- will fight both sides. For example, suppose you have 35 armies in Brazil
- and you want to take over North Africa, which has 20 armies in it, but you
- don't want to lose all your armies doing it. Just select Autoroll and
- attack until you have 15 armies left. The combat will continue until you
- have 15 armies OR you have won.
- Autoroll uses sequential numbers in the random number list, so the
- results can be kind of strange. It is not unusual to win the battle
- mentioned above with 20 armies left, or to lose 20 armies trying to defeat 8
- defenders. However, the player with the most armies will usually win.
- I would recommend having 1.5 times your opponent's armies before engaging
- in an Autoroll battle. I like Autoroll because it makes the game go faster
- and the dice less predictable. Perhaps you could use Manual rolling for
- sundry attacks and Autoroll only for large battles. The players should
- agree on this before playing.
- When you defeat a group of armies, you must move some of your armies
- into the captured territory. You have to leave at least one behind. The
- default number to move is all of them, so be careful that you don't fight
- you way into a corner by hitting RETURN too many times during combat and
- accepting this default number by accident.
- You may attack any number of times as long as you have armies in
- territories adjacent to opponents. You can choose not to attack at all.
- Click in the "END TURN" command box when you are done. If you attack down
- to the last man and have no spare armies left, your turn automatically ends.
-
- 3. Fortifying your position
- Now you can move armies around in your territories. Jeopard does not
- restrict movement between territories, so you will have to decide on these
- rules. Here are some popular ways of doing this:
-
- A. Move as many of your armies as you like from ONE of your
- territories into ONE of your adjacent territories.
- B. Armies can be moved into adjacent territories only. No limit
- on the number of territories.
- C. Any amount of armies may be moved among your territories,
- so long as the source and destination are connected by a path
- of your territories. (I use this method)
- D. No restrictions. Move anything anywhere.
-
- 4. Viewing your cards
- If you captured a territory during your turn, you can view your cards.
- There is a "Hit RETURN to see cards" prompt so your opponents can avert
- their eyes if you wish to play that way. The cards will be displayed in
- the color of the player who owns the corresponding territory.
-
-
- THE MENUS
-
- There is only one pull-down menu selection, QUIT. This does NOT have a
- "are you sure" question, so don't use it. I used keyboard menus instead.
- The main options menu has these choices: Save Game, Restore Game,
- View Cards, Status, Edit, and Quit. This is what they do:
-
- 1. Save Game
- This lets you save the current game as a small disk file. You can
- store up to nine games on a disk. If you save your game as game#1 and
- there is a game#1 stored on the disk, the old game will be lost.
-
- 2. Restore Game
- This function will load a saved game. You would normally do this from
- the first Y or N prompt, but you can load an old game at any time if
- you wish. The current game will be lost if you restore an old game.
-
- 3. View Cards
- This will print out any player's cards. This should be done with the
- player's permission. An extra prompt was added so that the other
- players can avert their eyes.
-
- 4. Status of Player
- This will print some information on how well a player is doing. It is
- not very useful, but it's there if you want it.
-
- 5. Edit menu
- Goes to a menu that lets you edit the game board. See below for
- details of the Edit options.
-
- 6. Quit Game
- This DOES have an "are you sure" prompt. You may leave Jeopard using
- this option.
-
- The Edit menu lets you substantially alter the game. This should only
- be used in the following situations:
-
- A. There is a dispute over something, and both parties agree to return
- the game to the way it was before the something happened.
- B. A key is accidentally pressed and everyone agrees that the result
- should be changed.
- C. You wish to set up a situation to see what would happen.
- D. You wish to enter a board game into Jeopard.
- E. Use this as part of the set up procedure to make the game more
- interesting.
-
- 1. Change Current Player
- This lets you alter whose turn it is.
-
- 2. Ownership of a Territory
- Gives a territory (and any armies on it) to another player.
-
- 3. # Armies on a Territory
- Lets you change the number of armies on a territory. This doesn't
- add armies, it sets a new value.
-
- 4. Re-Draw the Map
- Re-draws everything in the map window. This was useful during
- development, but there's no real reason to use it now.
-
- 5. # Card Sets Turned In
- Lets you change the next card value up or down. Initially setting
- this to 10 or 15 armies will make the cards much more valuable.
-
- 6. Return to Options Menu
- Go back to main options menu. This is the default for the Edit menu.
-
- These functions let you change any aspect of the game except the number
- of players, player colors, and cards owned by the players.
-
-
- QUIRKS IN THE GAME
-
- If you are at the "Automate rolling?" prompt and you have changed your
- mind about attacking, type Y and enter the number of armies on your source
- territory. No attacking will take place.
-
- If you are stuck in the Fortifying section and it keeps repeatedly
- asking you how many armies you want to move, and you only have one army in
- the source territory, enter a -1 to continue.
-
-
- ERROR CODES
-
- Once in a while, Jeopard may crash. I have tried to weed out all the
- bugs, but I may have missed one in a section that hardly ever gets used.
- If Jeopard does crash, it probably won't crash the system as well. If you
- find a bug, please write me a note describing what you were doing when
- it happened so I can fix it. If you are playing a hot game, you should
- save it once in a while just in case. Better safe than dead.
-
- ERROR #7 -- OUT OF MEMORY (Don't multitask if you have 1 Meg.)
-
- ERROR #9 -- SUBSCRIPT OUT OF RANGE (This means I messed up somewhere.
- These are usually easy to fix if I know where they are.)
-
- ERROR #61 -- DISK FULL (You tried to save a game on a full disk.)
-
- ERROR #70 -- PERMISSION DENIED (The save disk is write protected.)
-
-
- TREATIES
-
- There is a good reason why I didn't make "treaties" and "non-
- aggression pacts" part of the game. I am convinced that they absolutely
- ruin the fun. You win this game by employing a superior strategy,
- intelligently allocating resources, and attacking your opponents. If two
- players agree not to attack each other at a common border, they have an
- unfair advantage. The other players are forced to gang up to compete. You
- will eventually get to a point where the last five players sit in their
- continents, piling up armies at their borders until one bored player gives
- up and breaks a treaty. This player often depletes his armies and is the
- first one off the board. "Political Jeopard" and Jeopard are not the same
- game. "Political Jeopard" is usually won by the first person to fortify a
- continent and make a couple treaties. In such a game, it is to your
- advantage NOT to attack.
- I have nothing against peace in the real world, but it makes a war game
- very boring. I recommend that everyone play according to the rules and his
- own strategy. Do not look to your opponents for help, and please don't gang
- up on anyone.
-
-
- OFFICIAL ITEMS
-
- Jeopard is freely redistributable, so long as my files are not altered
- in any way. If you have a suggestion for improvement, please contact me.
-
- Jeopard is Copyright 1988 by Robert A. Casper
-
- Absoft would like you to know that the linked runtime module that is
- necessary for Jeopard to run slowly is Copyright (c) Absoft Corp 1987
-
- Jeopard's status is Shareware. This means that if you use it
- regularly, you should reimburse the author for his effort. See the
- accompanying "ReadMe.doc" file for details.
-
-
- PLAYING VARIATIONS
-
- If you have 2 to 4 players, you can have two or three colors per
- player. All the colors commanded by one player act like allies. A player
- is out of the game when all his colors are defeated.
-
- You can make the game more competitive by increasing the initial value
- of turned in cards to 10 or 15 armies. The cards become MUCH more valuable
- early in the game. Using all your resources to eliminate a player with
- cards can be a wise move in this scenario. Anyone who doesn't take over a
- territory each turn is at a disadvantage. This game is usually shorter.
-
- Reset the card value back to 4 cards at the beginning of each turn so
- that cards are worth much less. Now the emphasis is on continental
- strategy.
-
- Instead of playing for the whole board, play for half of it. In this
- game, a player must occupy 21 territories (50% of board) to win. The player
- status option can be used to check percentage of board owned. You can only
- do this with four or more players.
-
- Start the game with one player in each continent, with the rest of the
- board (if any) divided equally. Give everyone the same total number of
- armies. The object is to occupy at least one territory in each continent
- at the end of your turn.
-
-
-