home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Monster Media 1994 #1
/
monster.zip
/
monster
/
BBS_GAME
/
MAJYK131.ZIP
/
MJK3.TXT
< prev
next >
Wrap
Text File
|
1993-10-27
|
3KB
|
76 lines
* BUILDS *
When settlers move into an area, they usually have the option
to build. This means, they can improve the area to benefit the
player.
In open terrain, settlers can build three things, settlements,
keeps and mills. In already populated areas, they can only add
to the population.
Settlements are new cities, ripe to produce new troops or study
sciences. Settlements will grow over time, increasing their
resources. Mills and water will increase the population of a
settlement per turn. Some settlements will become large enough
that they will sprawl over into surrounding area, making
"suburban" areas. Cities are very important in the game. If a
player no longer possesses any cities or units, he is out of
the game.
Mills will add to the production and population of neighbouring
towns. They are useful in areas where production and city
growth seems slow. Mills do not, however, increase in
population, nor do they keep any resources of their own.
Keeps directly contribute to a player's majyk pool. How much
the keep contributes is determined by his Majykal science.
Dabblers get five MP per keep, while Lord Majes get twenty MP
per. Keeps, like mills, do not increase in population or in
resources.
* ATTACKING *
An attack is made when one unit moves into a space occupied by
the enemy. Cubes are rolled to determine the victory of the
attack.
The attacker will his ATK rating, which determines how many
cubes he may roll for his attack. This roll must be greater
than the defender's roll for the attack to be successful.
The defender uses his DEF rating which also determines how many
cubes he may roll for his attack. This roll must be equal to or
greater than the attack for a successful defense. Defender wins
all ties.
Whichever army rolls highest survives and holds the space.
Lastly, attacking a unit exhausts all of the attacker's moves.
Example Attack:
Red's Drake has moved into a square occupied by Blue's
Wolfrider. This is an attack and is handled as follows:
RED DRAKE - ATK 2d6
The Red Drake rolls a two and a three, getting a five total for
his two cubes.
BLUE WOLFRIDER - DEF 1d6
The Blue Wolfrider only rolls one die, getting a six. Since
the wolfrider rolled higher than the drake, the wolfrider wins
and the drake dies.
* RANGED ATTACK *
Ranged attacks are similar to normal attacks, only the attacker
can attack an enemy unit a few squares away. To accomplish
this, the attacker, when asked to move, selects the ranged
attack option from the menu.
The computer will then ask the attacker for a target square.
The attacker then selects his target by moving the highlighter
and then accepting the space.
A ranged attack is only worth a 1d6 ATK rating, regardless of
the unit attacking, and counts as one MOV.