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triaxis
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triaxis.dat
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1989-10-21
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╔═════════════════════════════════════╗
║ __ __ __ __ __ ║
║/ \__/ \__/ \__ __/ \__/ \__ ║
║\__/ \__/ \__/ \__/ \__/ \__/ \║
║/ \__/ \__/ \__/ \__/ \__/ \__/║
║\__/ \__/ \__/ \__/ \__/ \__/ \║
║/ \__/ \__┌───────────┐ \__/ \__/║
║\__/ \__/ │ WELCOME │__/ \__/ \║
║ \__/ \__│ │ \__/ \__/║
║ __/ \__/ │ TO │__/ \__/ ║
║/ \__/ \__│ │ \__/ \__ ║
║\__/ \__/ │ TriAxis │__/ \__/ \║
║/ \__/ \__└───────────┘ \__/ \__/║
║\__/ \__/ \__/ \__/ \__/ \__/ \║
║/ \__/ \__/ \__/ \__/ \__/ \__/║
║\__/ \__/ \__/ \__/ \__/ \__/ ║
║ \__/ \__/ \__/ \__/ ║
║ ║
╚═════════════════════════════════════╝
Copyright (c) 1989
Christopher G. Gunn
3174 Hawthorn Street
San Diego, CA, 92104
<*>
╔═════════════════════════════════════════════════════════════════════════════╗
║ INTRODUCTION TO TRIAXIS ║
║ ║
║ The TriAxis board or Biosphere is an island composed of hexagonal bio-zones ║
║ with six colors representing different types of terrain. TriAxis is played ║
║ somewhat like checkers except you may move in any of six directions. In ║
║ addition, your survival depends on how well you use the environment and ║
║ control your total population. Up to six players may play at the same ║
║ time and you may include the computer as one of the players. ║
║ ║
║ A new Biosphere is created at the start of each game. You may request a ║
║ new one if the arrangement is not satisfactory. When the Biosphere is ║
║ accepted, each player selects a color for their habitat. ║
║ ║
║ A maximum of eighty population centers are allowed on the island at any ║
║ one time. The available markers are divided among the players as follows: ║
║ ║
║ 1 player [40] for player and [40] for the computer ║
║ 2 players [28] for each player and [24] for the computer ║
║ 3 players [20] for each player and [20] for the computer ║
║ 4 players [16] for each player and [16] for the computer ║
║ 5 players [16] for each player ║
║ 6 players [13] for each player ║
╚═════════════════════════════════════════════════════════════════════════════╝
<*>
╔═════════════════════════════════════════════════════════════════════════════╗
║ RULES FOR SURVIVAL ║
║ ║
║ ║
║ 1. At the beginning of each game series, the computer requests each player ║
║ select a color and helps while the player places half of their markers ║
║ on empty zones. Markers may be placed anywhere on the board. Much of ║
║ the games strategy is involved in the initial placement. If you wish, ║
║ the computer will place your markers on the board in random locations. ║
║ ║
║ 2. A marker may capture an opponent's marker if there is an empty zone to ║
║ jump to and the marker's size is equal to or smaller than the size of ║
║ the player's. Jumps do not gain moves. A marker, or population center, ║
║ does increase its size by one (1) each time it makes a capture until it ║
║ reaches six (6). If the population size exceeds six anytime during the ║
║ game, the marker is removed from the board due to over population. ║
║ ║
║ 3. Each player's turn starts by activating the spinner. It will stop on ║
║ one [1] through six [6], HARVEST, or FAMINE. If the spinner stops on a ║
║ number, you must use the number of moves it indicates. You do not have ║
║ to jump or capture unless it is the only move available. Markers are ║
║ added to the board only when the spinner stops on HARVEST. ║
║ ║
╚═════════════════════════════════════════════════════════════════════════════╝
<*>
╔═════════════════════════════════════════════════════════════════════════════╗
║ RULES FOR SURVIVAL ║
║ ║
║ ║
║ 4. Markers are moved by stepping the cursor to the markers position and ║
║ pressing the <ENTER> key or <LEFT> mouse button to identify it. Then, ║
║ moving the cursor to the desired destination and pressing the <ENTER> or ║
║ the <SPACE> key. The computer will advise you which key to use. The ║
║ program will also prompt you if the move is not allowed, and adjust the ║
║ number of moves available if the move is acceptable. ║
║ ║
║ Note: You may move the cursor circle diagonally by using the corner ║
║ keys on the number pad, with "Num Lock" off. If you are using a mouse, ║
║ it will move the cursor in any direction. ║
║ ║
║ 5. You may move any combination of markers that correspond to the value on ║
║ the spinner. For example: If the spinner shows a five, you may move a ║
║ marker with a population of five (5) one zone in any direction or you ║
║ may move a (1) marker five zones or five (1) markers one zone each. A ║
║ jump or capture is equivalent to moving one zone. The computer will ║
║ remind you if a move is not legal. ║
║ ║
║ ║
╚═════════════════════════════════════════════════════════════════════════════╝
<*>
╔═════════════════════════════════════════════════════════════════════════════╗
║ RULES FOR SURVIVAL ║
║ ║
║ ║
║ 6. If there is an empty zone, a marker may jump one of its own color to ║
║ cross the board faster or jump an opponents marker to capture it. Over ║
║ populated or captured markers are automatically removed from the board. ║
║ ║
║ 7. If the spinner stops on HARVEST, it will start spinning again to select ║
║ the color of the zones to be advanced. Each player must add one marker ║
║ to the Biosphere, or increase the size of a marker, for each marker's ║
║ size on the selected color. Markers may be placed on any empty location ║
║ on the board. HARVEST, if a player is not careful, can cause an over ║
║ population that removes all of a player's markers from the Biosphere. ║
║ ║
║ 8. If the spinner stops on FAMINE, it will start spinning again to select ║
║ the color of the zones to be depleted. Any markers on that color are ║
║ automatically removed from the Biosphere. For this reason, it is a good ║
║ idea to not allow all of your markers to end up on the same color. ║
║ ║
║ 9. There are several places during the game where you may quit by pressing ║
║ <ESC>. It's also one of the ways to concede the game to your opponent. ║
║ ║
╚═════════════════════════════════════════════════════════════════════════════╝
<*>
╔═════════════════════════════════════════════════════════════════════════════╗
║ RULES FOR SURVIVAL ║
║ ║
║10. Try to avoid your smaller markers getting surrounded by bigger markers, ║
║ particularly your own. If this occurs, TriAxis will not let you move a ║
║ larger marker, if the spin is only large enough for the smaller marker, ║
║ and you will have to press <ESC> to quit your turn or concede the game. ║
║ ║
║11. More as a hint than a rule, if your opponent has a marker too big for ║
║ you to capture, there are two alternatives. Hope a FAMINE will get it, ║
║ or force the oversize marker to jump until it is bigger than six. ║
║ ║
║12. When asked for a yes or no answer, "(Y/n)", you may press the <ENTER> ║
║ key or the <LEFT> mouse button for yes. The <RIGHT> button on the mouse ║
║ is the same as <SPACE> or <N>o. Press the <LEFT> and <RIGHT> mouse ║
║ buttons at the same time for <ESC>. ║
║ ║
║13. There are provisions for having up to ten game score files. When asked ║
║ if you want to compare scores, answer with <Y> or <ENTER>, which is yes ║
║ by default. You may then press any number key, zero <0> through <9>, ║
║ to select the file. ║
║ ║
║ NOTE: I hope to add a joystick to TriAxis later. Have Fun, Chris ║
╚═════════════════════════════════════════════════════════════════════════════╝
<END>