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The Slime 2
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Slime - Issue 2 (1991-06)(Pirates).adf
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LORDSDOC4.txt
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2000-04-01
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Any piece can capture an enemy's knight simply by moving onto the square that
the knight is occupying. Remember that this is a way of winning the game:
beat six knights and victory is yours.
The idea of check and checkmate is directly taken from chess. So, if you
manage to create a situation that leaves the opponent's king no escape, you win
the game. Of course, the computer will tell you so if this happens.
As soon as one player does a move after which his opponent's king is beatable,
a message is displayed "Player x announces 'CHECK!'". As long as it doesn't
also say "Player y's King is checkmated!", there is at least one valid move for
player y left.
Well, that's about all for the rules. There also is a menu option "Rules" to be
found in the "Game" menu (keyboard shortcut RIGHT-AMIGA-?).