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PC Shareware 1997 February
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PC Shareware 1997-02.iso
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crush
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rules.txt
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1996-12-16
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WELCOME! To CRUSH! in the following
action packed fact filled pages you'll find
information on CRUSH! rules, screens, players,
teams, and leagues! It's all right here!
Ahem... Er, excuse me overly
enthusiastic one, but where do I find the
installation and setup information?
Ack! You actually read that stuff? Er, I
mean why that's a very good question and you'll
find that techno babble in the tech.txt file.
Now without further adieu may I present the
CRUSH! table of contents!
1.0 - Introduction to CRUSH!
2.0 - The game of CRUSH!
3.0 - Exhibition screen
4.0 - Game screen
5.0 - Player Attributes and Actions
1.0 INTRODUCTION TO CRUSH!
CRUSH! is a exciting turned based strategy
sports game of mayhem and carnage set far into
the future. Aliens and men battle through
labyrinth like arenas in a frantic search for the
B.A.L.L. (Bionic, Augmented, Lower, Life
form). The first team to find the ball and reach
the goal wins! If your idea of fun is bone
crunching checks and raging battles for
possession then look no further. CRUSH! the
season is open!
2.0 THE GAME OF CRUSH!
NOTE: to avoid confusion throughout the rules
the entity, i.e. human or computer, which
controls a team will be referred to as the
COACH. The maniacs which actually battle it
out in the arena will be referred to as the
PLAYERS.
The object of CRUSH! is to be the first of the
three competing teams to score a goal. The first
goal scored wins the game. Before a goal can be
scored the ball must first be located.
A normal game of CRUSH! begins with the
playing order chosen at random. The teams then
proceed in order taking turns until one of the
following conditions is meet: a goal is scored, 20
turns expire, or if no players are left in the arena
or on Deck. The last two situations result in the
game being declared a draw.
The playing field, or arena is a completely
enclosed labyrinth like structure 32 tiles in
length and 32 tiles in width. Four Goals are
located in each of the arenas four corners. When
the ball is located only one of these Goals will
be active, the others will power down. Which
goal remains active is based upon in which Ball
Bin the ball was found.
The Goal which remains active will be
the one which is exactly opposite the location
where the ball was found. For example, if the
ball is found in the lower right section of the
arena the active Goal will be in the upper left
section. The active Goal is the only Goal that
will count as a score should a player with the
ball enter it.
There are 8 Ball Bins located throughout the
arena. A Ball Bin consists of a wall mounted
dispenser unit and a Foot Pad located at it's
base. Players must step upon the Foot Pad to
active the Ball Bin. Only 1 of the Ball Bins
actually contains the ball, the other 7 are rigged
to electrocute the activating player. This
electrical charge is mild however and does not
usually result in player injury.
Traps are also located throughout the arena and
electrocute any player that enters the tile in
which they are located. Most Traps appear as
skulls with flashing red eyes but other types of
Traps can be found in different arenas. They
vary only in appearance however, and there is
only one type of Trap per arena. The electrical
charge from Traps is more powerful than the
charge from Ball Bins and can be lethal. The
only way to avoid triggering a Trap is to jump
over it. (For more information on jumping see
the section titled Player Attributes and Actions.)
In CRUSH! the game begins with no players in
the arena, instead on each team's turn one
player from that team is warped into the game.
The player will appear at one of the 8 Warp
Nodes. Which Warp Node the player will
appear at is determined at random.
Warp Nodes can also be used to allow rapid
but erratic movement through the arena. The
player needs only to step back on the Warp Node
and the Warp Node will automatically warp the
player to a random Node.
The disorientating effects of warping will
cause the player to lose any remaining action
points. (For more information on action points
se the section titled Player Attributes and
Actions.)
If another player occupies the Warp Node
where the player is warping to then that player
will be bounced to another Warp Node. This
bouncing of players will continue until either an
empty Warp Node is reached or the Warp Node
malfunctions!
This results in the player being mutated into
a blob! Needless to say the player isn't quite
himself after the experience, in fact the player
isn't quite anything!
The teams Docbot will eventually be able to
sort the player out but he must miss the rest of
the game. The other players hate getting bits of
blob stuck on their boots and smeared over their
jerseys! Plus blobs are incapable of just about
anything other than quivering and getting
smeared and stuck on things!
Warp Nodes appear as pulsating arcs of
power contained within a circle.
3.0 EXHIBITION SCREEN
While most of the Exhibition screen displays
functions should be apparent the following is a
summary of the less obvious commands.
To select Player One, Two, or Three without
changing the name you must click on the actual
box containing the name. Once a box is selected
the controller, (either human or computer), and
team colors can be selected, the name itself can
be changed at any time by simply clicking on it.
Human coaches purchase players to make up
there team, only 9 players are allowed and they
may not have a value greater than the teams
starting treasury, within theses restrictions
coaches are free to select any combination of
players that they like. Any left over credit is lost
in exhibition play and coaches are not required
to spend all their credits.
It is possible to play CRUSH! with just
two teams in a traditional versus mode, simple
refrain from purchasing any players for the third
team and make sure that it is under human
control.
There are several different terrains used through
out the arena, most are contained with in a
particular set. These all have the same effect
upon play however and differ only in their
appearance.
4.0 GAME SCREEN
Summary of Game Screen Display Functions...
Player Attributes Display
Location: Upper Left Hand Corner of Bar
Function: Displays the Players name, number
and attribute scores.
Team Status Display
Location: Lower Left Hand Corner of Bar
Function: Displays the current status of each
player on the coach's team. A player can be
selected by simply clicking on the appropriate
team display box.
00 to 80 - number of Action Points remaining
DECK - means the player is waiting to warp
into the game.
STUN - the player is temporarily incapacitated
and will recover in the next turn, stunned
players are counted as being down.
HURT - the player has been hurt and sustained a
non-fatal injury, hurt players are removed from
play.
DEAD - the player is dead and is removed from
play.
BLOB - the player has been mutated by a warp
node accident and is removed from play
Arena Map Display
Location: Far Right Hand Corner of Bar
Function: Shows a overhead map of the arena.
GRAY LINES - Arena Walls
WHITE DOTS - Location of foot pads
ELECTRIC BLUE DOTS - Location of warp
node
Bright ELECTRIC BLUE SQUARE - Location
of the active goal
Dark ELECTRIC BLUE SQUARE - Location of
deactivated goals
COLORED DOTS - Location of players in the
arena, the color of the dot corresponds to the
teams jersey color
Game Information Display
Location: Right Hand Side of Bar
Function: Displays current team's turn, team's
name and colors, turn order, time remaining for
turn, time outs remaining, turns remaining, ball
pads left untried or how many tiles the ball is
from the active goal.
BUTTON CLUSTER
Location: Middle of Bar
Options Button
Shape: Triangular
Description: Question Mark
Function: Brings up options menu,
NOTE: selecting the A. I. Control option turn
control of the current team over to the computer.
The Exit Game option end the entire game even
with multiple human opponents.
End Button
Shape: Wedge
Description: "END"
Function: Ends the current teams turn.
Previous and Next Buttons
Shape: Arrows pointing outward
Description: Man Icon with little Man Icon
above or below the Man Icon
Function: Selects the next player in order or the
previous player in order.
Overhead Attribute Display Buttons
Shape : Wedge, flanking the Options Button
Description: Man Icon with script under him
Function: Displays attributes over top of players
in the arena.
Movement Button
Shape: Diamond
Description: Running Man Icon
Function: Is default selected button and allows a
coach to move the currently selected player.
The first click displays the path the
player will move along, clicking again anywhere
along the path cause the player to move to the
tile last clicked on.
Movement cost 10 Action Points per
tile moved.
Checking Button
Shape: Inverted Triangle
Description: Checking Men Icon
Function: Displays which opponents a player
may check, clicking on the player that you wish
to check will cause your player to throw a check.
Checking cost 20 Action Points per
check thrown and may be used repeatedly.
Jumping Button
Shape: Diamond
Description: Jumping Man Icon
Function: Shows which tiles a player may jump
to, clicking on any check marked tile will cause
the player to jump to that tile.
Jumping cost 30 Action Points per
jump and may be used repeatedly in a turn.
Hurling and Handoff Button
Shape: Diamond
Description: Hurling Man Icon
Function: if the player possesses the ball allows
the following actions.
Hurl Ball Away: click on the player
holding the ball, this action costs 20 Action
points to perform and will cause the player to
hurl the ball a great distance in a random
direction. This action ends the entire teams turn.
Handoff Ball: click on the player you
wish to hand the ball off to, this action cost 10
Action Points from the ball carrier only and
must be performed before the ball carrier moves.
A player can move, pick up the ball and then
handoff, but could not move with the ball and
then handoff. Handoff are automatically
successful with a 5% chance of failure.
Side Bar Button
Shape: Diamond
Description: Flexing Man Icon
Function: Brings up the Side Bar Display
Side Bar Display
Function: Shows player front view picture,
name, value and statistics for game. In league
play it also displays, experience, seasons played,
injuries, attributes (i.e. skills and abilities),
equipment, season statistics, and career
statistics.
Player Statistics are listed in
abbreviated codes.
RS - Rushing Attempts
RT - Tiles Rushed
RA - Rushing Average
GL - Goals Scored, league statistic only
CT - Checks Thrown
CL - Checks Landed
CA - Checking Average
SK - Sacks, knocking down a ball carrier
CF - Carnage For
KF - Kills For
IF - Injuries For
PA - Pads Activated
End OF Game Statistics Screen
At the end of every game a detailed statistics
briefing is given which compares team and
leaders statistics. The MVP is also award based
upon game performance and information which
effects league play is also provide.
5.0 PLAYER ATTRIBUTES AND ACTIONS
In Exhibition play each Species possesses 9
attributes 9 stats and one ability which is unique
to that Species, these attributes effect how
players of that species will perform in the arena.
NOTE: with all attributes the higher the number
the better.
Action Points - AP
This determines how many actions the player
may perform in a single turn. Each action cost a
certain number of AP such as moving which
cost 10, each time a player performs an action
the cost is deducted from his AP when a player
runs out of AP he may no longer act until his
next turn except for reactive checking, ( more on
this later), a coach can move a player, move
another player, and then come back and finish
moving the first player he moved.
Checking Score - CH
This is how good a player is at checking an
opponent or defending against a check.
Strength Score - ST
This determines the effects of a successful check
and rather it results in a player being unaffected,
stunned, hurt, or killed. Interfaces with TG.
Toughness Score - TG
This determines the players ability to resist
stuns, injuries, or death. Interfaces with ST.
Reflexes Score - RF
This is the percentage chance that each time an
opponent enters a tile adjacent to the player that
the player will lash out with a reactive check.
Jumping Score - JP
This is the percentage chance that a player will
be able to successful jump over a tile.
Hands Score - HD
This is the percentage chance that the player
will be able to grab a loose ball.
Dodge Ability Score - DA
This is the percentage chance that each time a
player is checked he will dodge the check
avoiding it completely.
Cost - This is not an actual attribute but reflects
the value of the player in credits.
Ability - Each Species possesses an ability that
is unique to that Species, there effects are as
follows.
HUMAN - Uncommon Valor
Allows a human to 30% of the time ignore the
rule which normal forces injured players to
leave the game. Note, in league play the player
will still suffer the effects of the injury, also this
does not effect killed results.
CURMIAN - High Jump
Allows the Curmian to jump over standing
players and all jumps cost only 20 AP to
execute.
DRAGORAN - Pop Up
Allows the Dragoran to get up at a cost of only
10 AP.
GRONK - Regeneration
Allows the Gronk to ignore 25% of all injuries
regardless of rather they were hurt or killed. The
Gronk must re-warp into the game however.
Note, in league play this ability will be
contingent upon the injury received and have
other effects as well.
KURGAN - Bloodlust
Cause the Kurgan to enter into a killing frenzy
whenever it kills an opponent, the Kurgan
immediately has his AP reset to 60 and attacks
the closest player, friend or foe, this continues
until the Kurgan runs out of AP or is knocked
down. Note, if the Kurgan should kill another
player while in Bloodlust then his AP is reset
again. This means that it is theoretically
possible for the Kurgan to wipe out a great
number of enemies or friends in a single turn.
NYNAX - Hive Mind
When a Nynax is in the arena and another
Nynax on the same team is in the arena as well
each Nynax receives a 2 pt bonus to all
attributes except for AP which receives none,
and DA which receives a 1 pt bonus. Note this
effect is cumulative, so a team with 6 Nynaxs in
the arena would give each Nynax a bonus of 10
pt to each attribute and a 5 pt bonus to DA.
SLITH - Deathreek
When the Slith is injured a noxious cloud is
released and all adjacent players collapse from
the stench. If killed, all players with in 2 tiles of
the Slith will suffer the above effect.
XJS9000 - Gyro Stabilizer
Normally when a player activates a warp node
the disorienting effects of warping causes them
to lose any remaining AP, the XJS9000 however
does not suffer this effect and may continue to
act.
PLAYER ACTIONS
Moving and Jumping
AP Cost - 10 per tile, 30 per jump
Checking and Reactive Checking
AP Cost - 20 per check, 0 occurs automatically
Note, the player making the reactive check can
not suffer any negative effects.
Grab Ball
AP Cost - 20 per attempt
Note, if a player fails to grab the ball then that
players turn ends.
Note, this action occurs automatic when a player
attempts to enter a tile containing the ball, if a
player with only 10 AP remaining enters a tile
with the ball then the ball automatically scatters.
Hurl Ball Away
AP Cost - 20 per attempt
Note, the ball will be hurled a random distance
in a random direction.
Handoff Ball
AP Cost - 10 per attempt
Note, must be done before the ball carrier
moves.
Activate Warp Node
AP Cost - none, simply move on to warp node
Note, the player will lose any remaining AP.
Activate Foot Pad
AP Cost - none, simply move on to foot pad
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