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- CAMPAIGN
- Version 4.1
- May, 1992
-
- Dwain Goforth
- Milestone Software
- 1260 Sunset Avenue
- Arcata, California
- USA 95521
- (707) 822-1291
-
-
- USER MANUAL
-
-
- Welcome to CAMPAIGN, a strategy game for two players.
-
- CAMPAIGN requires an IBM-compatible microcomputer with a high-
- resolution VGA color graphics board and monitor. A Microsoft
- compatible mouse is also required.
-
- CAMPAIGN was formerly known as ARMY. It is now thoroughly rewritten
- and updated with many new features.
-
- The following files are required to run CAMPAIGN and must be
- together on the default directory:
- CAMPAIGN .EXE - the program
- CAMP2 .VGX - the board
- CPPIECES .VGX - misc. graphics
- CAMPAIGN .BRD - default board file
- LASTGAME .BRD - alternate board file
-
-
- PLAYING THE GAME:
-
- Upon startup CAMPAIGN will display the opening screen and then
- present you with the Main Menu. At the menu you may 1) choose a
- board and play the game, 2) create a new board setup configuration,
- 3) delete a board file, or quit back to DOS. The menu screen also
- displays the available boards to choose from (if there aren't any,
- you started CAMPAIGN from the wrong directory! Choose <Q>uit and
- change your default directory to the one with CAMPAIGN.EXE and the
- *.BRD files.)
-
- To play the game, hit the "1" key and then user the cursor arrow
- keys to select a board startup configuration file. Hit <ENTER> to
- start the game or <ESC> to return to the Main Menu.
-
- After selecting a board file you will be presented with the
- "OPTIONS MENU" where you may modify the features of the board
- before play and/or save any new configuration to file.
-
- OPTIONS MENU:
-
- At the options menu, you have a number of features and toggles you
- can set for game play. Most are self-explanatory but here are a
- few miscellaneous notes:
-
- "Toggle Random Rafts" will either start the game with exactly where
- the rafts were located when the board was saved (if DISABLED) or
- place them randomly (if ENABLED.)
-
- "Save Options to Disk" will write the current options configuration
- to the board file. You may want to do this after saving a game
- during play and wishing to use the file as a regular starting
- configuration (see "Saved-Game" status, below.)
-
- Please note that if you enable "grave markers", the markers do not
- change the game play in any way (you can fight or move across one
- or even stand on one if you're a big enough cad.) Grave markers
- are not saved between games.
-
- "Enable Wall/Bridge Effects" will allow cannons to blow up bridges
- and walls by "fighting" with a 6-die. Captains can build bridges and
- repair walls, also only with a 6-die.
-
- If you enable "reinforcements" you may occasionally receive
- reinforcements at the edge of the board closest to your Captain.
-
- - - - - - - -
-
- CAMPAIGN has two opposing armies, the West (blue) Army and the
- East (red/grey) Army. When the dice are presented on the left side
- of the screen it is West's (blue) turn, when the dice are on the
- right side of the screen it is East's (red) turn.
-
- Each player begins with playing pieces consisting of infantry,
- calvary and cannons commanded by one Captain on a board of over
- 900 locations containing forests, roads, plains, rivers, walls, and
- a large lake with an island and two rafts which can be used for
- crossing. A few mines may be placed randomly on the field
- (presumably by a third party since neither player can see them.)
- If you are lucky, you may receive reinforcements during the game.
-
- The object of the game is to defeat the opposing Captain in battle
- while protecting your Captain from attack. If you lose your last
- Captain, you lose the game.
-
- Each kind of playing piece has its own movement power, fighting
- power and fighting range. For example, cannons are powerful but
- slow, can shoot over blocking pieces, break walls and blow up
- bridges, but can't go in the water (though they can ride the rafts.)
-
- Each turn consists in the play of four dice. For each die, a piece
- can either move or fight. Movement value is determined by the die
- value, the movement power of the piece, and the terrain that will
- be crossed. Fight outcome is determined by the die value and the
- fighting power of the attacker versus the defender's die value and
- fight power.
-
- It's pretty much that simple, either MOVE or FIGHT for four pieces
- per turn, so the novice can play instantly. You will find out
- right away, however, that defeating an intelligent opponent is no
- easy matter!
-
-
- The following is a list of the of the pieces, and kinds of terrain:
-
- ----- GAME PIECES -----
-
- CAPTAIN - Your captain must protected at all costs. It is
- handicapped by a move limit of 1 or 2 (he has to pitch his tent and
- polish his boots at each stop.) It has a fighting power of 2.16667
- 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 Cannon 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.
-
- Captains can repair bridges (destroyed by cannons) by "fighting" the
- blown up bridge section with a SIX die. Captains can also place new
- wall sections by "fighting" a piece of ground (not water) with a SIX
- die. Note that blown up bridges and new walls are NOT saved if you
- exit a game.
-
- CANNONS - The cannons are second in fighting power (1.83333
- times the die) and can attack from within 3 spaces except against
- a Captain for which they have to be on an adjoining square.
- Cannons 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.
- Cannons can also blow up bridges by "fighting" a bridge with a six
- die.
-
- While powerful, cannons are slow, 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 1.1667 times the die and they can
- attack within three spaces. Fighting across water will reduce
- their fight power by one. If they are defeated in battle by a net
- score of less than one, a Calvary will turn into an Infantry (i.e.,
- only the horse got killed.)
-
- 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.
-
-
- QUICK TABLE
-
- PIECE MOVE POWER FIGHT POWER FIGHT DIST RELATIVE POWER
- Captain .5 * die 2.1667 * die 2 14
- Cannon .75 * die 1.8333 * die 3 11
- Calvary 1.25 * die 1.1667 * die 3 7
- Infantry 1.0 * die 1.0 * die 1 6
-
-
- ----- TERRAIN -----
-
- PLAINS and ROADS - These two areas allow moves at the regular
- one times the move value. Roads are simply fast paths through the
- forest; where 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 (remember crossing water limits the move
- to just the far shore.) (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 Cannon (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 Cannon fighting them with a six die. No piece can fight
- across a wall, including Cannon, no matter the normal range.
-
- RAFTS - The two rafts provide quick transport across the
- lake or down the rivers. 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 opponent again moves
- back on to them. Moving from a raft is 1/2 times normal (same as
- forest.) Note that if you start down the river below the lake you
- will "go over the falls." You will lose your piece (if your last
- Captain you will lose the game!) The raft will start again at the
- top of one of the rivers.
-
- MINES - If you have enabled the random mines from the Main
- Menu there will be between 8 and 15 randomly placed mines on the
- board. If a mine is within your movement range you will hear a
- small beep and see a warning message. If you land on one or cross
- over one say goodbye to that piece (including your Captain!) It
- is possible to deduce where the mines are and try to lure an enemy
- over one. Mine may also show up on the water.
-
- ------- GENERAL RULES ---------
-
- 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. You will see a "blocked by enemy" message.
-
- 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 Cannon
- because cannonballs fly through the air, remember? Infantry can
- fight only one square away, anyway.
-
- You are given the option to back out of a move or fight by hitting
- the "Q" key for quit. You may also put a die back and choose
- another by choosing "BACKUP" when a die is waiting for a move or
- fight choice.
-
- Occasionally, a Calvary or Cannon piece will be defeated, but
- instead of being completely destroyed, it is changed into an
- Infantry piece. This is because the difference in the attacker's
- and defender's score is less than 1.6666. In other words, you have
- only knocked the man off his horse or disabled the cannon, not the
- cannoneer.
-
- You may also be priviledged occasionally to roll four-of-a-kind,
- in which case you will receive a FREE TURN!
-
- You will find that the only pieces that can jump to the island are
- Calvary, and that they require a six die to make it. You may be able
- to get any piece to the island by using a raft.
-
-
- SAVING THE GAME - If the players wish to end the game before a
- captain is defeated they may quit via the <ESC> key when CAMPAIGN
- is waiting for input. You will be asked to confirm your choice and
- then be allowed to save the game in its present configuration (all
- dice, pieces, rafts, but NOT destroyed or new walls and NOT blown up
- bridges.) The default filename for the saved game is LASTGAME.BRD.
- (You may skip saving the game by hitting the <ESC> key which will
- take you back to the Main Menu.) Please note that resuming the game
- later will start with the same player who's turn it was when the
- game was saved. In this case will be saved in the "SAVED-GAME"
- status, which means when you again load the game you will be
- presented with the option of either returning to the EXACT place in
- the game (even in the middle of a turn), or to "turn off" the
- saved-game status and use the regular Options Menu.
-
-
- CREATING A BOARD:
-
- Choosing Create Board from the Main Menu will display the playing
- board and place the Captains in a default position. The other
- pieces are arranged on the side of the board, ready for you to
- place them. To add a piece to the board, move the cursor to it,
- click the left mouse button (or hit <ENTER> if playing with
- keyboard.) Then move the cursor to the desired location and hit
- the right button (or <ENTER>) to place it. You may repeat this
- until the board is to your liking.
-
- You can add walls to the board by do the same process with the wall
- piece which is off the board to the right.
-
- You may remove a piece from the board by clicking it with the RIGHT
- mouse button.
-
- You can also move the rafts to new locations by first choosing them
- with the left button and then dropping them with the right button.
-
- When satisfied, hit <ESC> and enter a filename for the board.
-
- The .BRD extension will be added automatically so do not add an
- extension (or use the period or illegal filename characters
- (\,/:*?) in the name.)
-
- You may then modify the remaining options for the board at the
- Options Menu when you load the board.
-
- You can also abort the process by hitting <ESC> at the filename
- prompt.
-
-
- NOTES ON BOARDS:
-
- Remember that if you save a board during play, using the board
- again will always start with the player who's turn it was when the
- game was saved in the "Saved-Game" status which you can use to
- restart the game at the exact position and dice as when you left
- it. If you want to permanently change a "saved-game" board to a
- regular starting board just disable the saved-game status and re-
- save the board at the Options Menu.
-
- ---------------
-
- Well that's about it. Don't forget that the <ESC> key is the quit
- key during regular game play. And don't forget that you must be
- right next to a captain to fight it.
-
- ---------------
-
- * LEGAL STUFF *
-
- CAMPAIGN is Copyright, 1989-1992 by Dwain Goforth. All Rights
- Reserved.
-
- This version is "SampleWare" and may be distributed by electronic
- (BBS) or physical (mail order) means as long as ALL original files
- are left unmodified. It may NOT be sold to third parties, other than
- for the cost of duplicating the disk ($5 or less.)
-
- The full version (unlimited number of game board files) may be
- ordered by sending $20 (foreign order, $25 in U.S. funds) to:
-
- Dwain Goforth
- Milestone Software
- 1260 Sunset Avenue
- Arcata, California
- USA 95521
- (707) 822-1291
-
-
- * DISCLAIMER *
-
- This game was written by a pacifist. Any references to real armies,
- fighting, killing or politics is purely coincidental to the goal of
- producing a fun game.
-
- CAMPAIGN was designed to be played by two human beings. It is easy
- enough for kids and challenging enough for adults. Remember to
- respect your opponent. And have fun.
-
-