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A M A N C A L A V 1 . 1 9
=============================
Thorsten Koschinski
Meisenweg 10
W-2082 Uetersen
Germany
1. COPYRIGHT
AMancala V1.19
(C) Thorsten Koschinski 1991. All rights
reserved. Except for
Requester.Library V 2.5
and all it
concerning files (C) Colin Fox and Bruce Dawson 1989.
AMancala V1.19
is a reduced demo version of the ori-
ginal Shareware program. This means that you can copy
it freely as long as you respect the following rules :
1.
No fee is charged for the distribution
of this package (except for postage and
costs for magnetic media).
2.
The program and all files belonging to
it remain in their original unmodified
form.
3.
The package is always and only disribu-
ted in its complete form.
2. DISTRIBUTION
All releases of
AMancala
higher than V 1.19 are Share-
ware. These versions can be obtained directly by the
author by discharging a fee. This charge amounts to
$20
for Western Europe and
$25
for all other countries.
Also all other saleable international currencies will
be accepted, so far as the amount equals to the actual
official rule of exchange of the dollar. Additional
costs for postage dropped.
Each so recorded user gets the newest release of the
program including a detailed manual on disc and becomes
a registered user. We offer an update service for one
year to all registered users.
3. DISCLAIMER
Although every effort has been made to have a correct
function depending on the description in the manual,
the author is
not
responsible for any damage the use of
this program does and expresses
no
warranty on the
faultlessness of the game and the whole package.
You are entirely responsible on your own risk for
all things sustained by the legal use or misuse of the
files containing this package.
4. REQUIREMENTS
AMancala V1.19
runs on all Amiga models with at least
512k byte of memory. The precise usage of memory in the
english version amounts to 269048 byte Chip memory and
35280 byte Fast memory. The program runs as well on the
Workbench (start by clicking the
AMancala
icon) as on
CLI (input the name
AMancala
). As additional files the
delivered fonts and the file
req.library
are required
(see also Installation).
When using
AMancala
with other applications in
multitasking mode you take notice that, depending on
the use of functions from the
Requester.Library
, all
system requester will appear on the
AMancala
screen.
5. INSTALLATION
Bevor you start the game it is necessary to install a
couple of required files. This work is done by a batch
file. This file installs two new fonts in the logical
device FONTS: so far as they do not exist.
It concerns the fonts
Sapphire
with the size of 19
and
AMancala
with the size of 16. In addition to this
the file
req.library
is established in the logical de-
vice LIBS:. The installation must be done only for one
time.
You can choose between an installation from Work-
bench (clicking the Install icon) or from the CLI (In-
put : Install<RETURN>).
6. THE GAME
AMancala
, originally
Mankalla
[ arab. : naqala = move
away, displace ] is a boardgame, which is wide-spread
in Africa, S-, SE-, and W.-Asia as well as in W.-India.
Originally it was played on a simple board or with in
the ground imbedded holes. In addition to the original
name the game is also known under numerous other desig-
nations, i.e.
Manqala
,
Minqala
,
Mbao
or
Warri
. The lat-
ter two names denote towns sited in Africa, in which
the game probably originated or at least got a great
propagation.
Mbao
[ frc. mba'o ], is a town in the north eastern
suburb region of Dakar in Senegal.
Warri
is a seaport
in Nigeria, sited in the western delta of the Niger Ri-
ver 80 km SSE of Benin City.
In the history of origins also the tribe of the
Baga
, which is dominiciled at the coast of Guinea nor-
thern from Conakry, emerges again and again. The mem-
bers of this tribe could be supposed to be the creators
of the game.
The African originators played
Mankalla
with 6 sto-
nes in each field. Possible are also variations with
more or less stones per field. 3 or less stones don't
make any sense, because therefor exist guaranteed stra-
tegies of victory. Conceivable are also variants with
more fields for each player or with more than two play-
ers.
7. RULES OF THE GAME
The below listed rules of the
AMancala
implementation
differ in 2 details from the original. These modifica-
tions will be listed at the end of the description of
the rules and the reason for this deviation will be
outlined.
Each player owns 6 fields with 6 stones on each
field and a so called
Khala
, where you have to collect
stones. The 6 fields are comprehensive and clockwise
grouped at the long side of the board. The Khala fol-
lows in the sequence after the 6. field. The players
perform their moves alternately. A move consists of the
choice of one from your own 6 fields (by clicking with
the left mouse button). The stone this field, the
source, contains will be removed from it and distribu-
ted among the other fields.
This happens as follows :
The distribution happens solitary clockwise. This
means, that each field, sited to the right of the
source, is additionally filled with one stone, respec-
tively, until all stones taken from the source are con-
sumed. Thus, the distribution covers first the own
fields, following the own Khala, the opposing fields
and again the own fields. It is possible, depending on
the number of taken stones, to walk through the playing
field more than once, so that some fields, including
the source, could get more than one additional stone.
Decisive for now is, in which field the last stone was
placed.
Three cases are to distinguish :
1.
Last stone in own Khala --> Move complete.
2.
Last stone in own fields --> Clear this field and
distribute all containing stones as shown above at
the fundamental move. With this possibility one
can attain an arbitrary long chain of moves.
3.
Last stone in an opposing field --> In this case
it exists the possibility to plunder stones for
your Khala. And that by the following procedure :
Outgoing from the field, in which a stone is pla-
ced at last, one looks at the adjacent field in
decreasing direction (so far as it exists). Are
there 2 or 3 stones, they will be removed and pla-
ced in the own Khala. Subsequently one handles the
same with the next field in decreasing order. Sto-
nes will be removed as long as the inspected field
contains 2 or 3 stones or no field with a lower
number exists.
The winner is, who
- first has collected more than 36 stones in his
Khala.
- has no stone left in all his fields (in this case
he gets all stones placed in the fields of his op-
ponent, too).
Finally we discuss, as mentioned above, the two mo-
difications from the original rules.
The first modification affects the linkage of moves.
After the last stone is placed in a field of the moving
player, all this field containing stones can, depending
on the in this version implemented rules, be removed
and distributed among the other fields. The original
limits this variant in so far as that during a move
stones must have been layed up at the opposing side. By
this, in my opinion, the tactical freedom of action
will be dramatically restricted. Also the original rule
offers the moving player less possibilities to protect
fields, which are low on stones, from capturing by the
opponent. Moreover the final stage would degenerate to
a tedious moving of single stones without leaving the
possibility to the behindhand player to repair his lag.
The second modification affects the capturing of op-
posing stones. In the original it is provided, that
stones can be already captured from the field, in which
the last stone was distributed. This rule would allow
to clear all fields of the opponent in one move. This
success however is misleading, because such a move
would only lead to victory, if it is sufficient to con-
centrate more than the half of all stones in the own
Khala. If this is not the case, the opponent wins -
without doing anything productive - on his next move,
since indeed all his fields are empty. One could think
that it is in the responsibility of the player to avoid
such a situation, but still a beginner should be pro-
tected from such 'unlogical' situations by the rules.
That is why in this implementation the field, in which
a stone is placed at last, is locked from capturing, so
that at least one field remains filled. By this it is
not complete ensured, too, that the capturing player
becomes a game decisive disadvantage (suppose that only
field no. 6 remains with less than 8 stones. These sto-
nes could be distributed to gain the victory in the
following move on the own Khala and the opposing
fields, so that the own fields remain empty), this me-
thod however ensures rather a course of the game con-
curring with the rules.
8. ERROR MESSAGES
If the program finds an environment, in which it can
not be run, it ends and prints out a short error mes-
sage, which will be sufficient in most cases to elimi-
nate the incorrect situation. The essential faults
arise when there is a lack of memory, libraries or
other files.
The most frequently arising faults depend on an ab-
sence of a preceding installation as described at 5.
Here now a condensed collection of all existing error
messages :
a. Can't open Req.Library
The program can't find the
Requester.Library
in the
logical device LIBS:. Probably the installation has
not been done until now or proceeds in an incorrect
manner.
b. Can't open Intuition.Library
This error should never happen, because the Amiga
operating system serves that the
Intuition-Library
stays always resident in memory.
c. Can't open Graphics.Library
Also this error should never occur, because the Ami-
ga operating system handles the
Graphics-Library
in
the same manner as the
Intuition-Library
.
d. Can't open DiskFont.Library
The
DiskFont.Library
doesn't exist in the logical
device LIBS:. This file may be included on every
original Workbench disc and can be copied from here
to your system disc or harddisc.
e. Can't open Screen
The reason for the occurence of this error message
is a critical lack of memory. Clean the RAM memory
of your Amiga until you get enough memory as descri-
bed at 4.
f. Can't open AMancalaWindow
see e.
g. Can't open ProtocolWindow
see e.
h. Can't open WarningWindow
see e.
i. Can't find AMancala-Font
The
AMancala
font with the size of 16 doesn't exist
in the logical device FONTS:. Probably the installa-
tion has not been done until now or proceeds in an
incorrect manner.
j. Can't find Sapphire-Font
The
Sapphire
font with the size of 19 doesn't exist
in the logical device FONTS:. Probably the installa-
tion has not been done until now or proceeds in an
incorrect manner.
k. Can't find Topaz-Font
The
Topaz
font with the size of 8 wasn't found. Un-
til including Kickstart 2.0 this font should stay
resident in memory.
l. No memory for AMancalaWindow background area
see e.
m. Can't attach temporary RastPort for AMancalaWindow
see e.
n. No memory for ProtocolWindow background area
see e.
o. Can't attach temporary RastPort for ProtocolWindow
see e.
p. No memory for WarningWindow background area
see e.
q. Can't attach temporary RastPort for WarningWindow
see e.
9. MANUAL
For this demo version
no
manual exists. Nevertheless
the online manual of the game should supply enough in-
formation.
However the obtainable Shareware releases enclose a
comprehensive, all details explanatory manual, which
will be supplied on disc.
10. LIMITATIONS
The release 1.19 belonging to this document contains a
slightly reduced set of functions compared with the ac-
tual Shareware release. The main difference is the loss
of the possibility to save and print protocols.
Also the game will be afflicted in continually shor-
ten distances by distasteful pauses, which will getting
longer with increasing duration of the game.
At this it is not a matter of chicanery against the
user, neither the gambling fever should be reduced, but
it is necessary to adhere the idea of Shareware.
The Shareware package proper additionally contains a
from the game separated program, to view and print out
protocols independent from this.
11. FUTURE IMPROVEMENTS
For the releases 1.2x published approximately from
September 1992 we have planed some enhancements. For
the first time environment variables will be used to
self configure the program in several places. Adjust-
able should be for instance the colors, the directory,
which contains the file with the ranking lists, the ex-
tention of the protocol files and some things more.
Furthermore additional icons will be produced, when
saving a protocol. An independent program serves for
viewing at and printing out protocols without the help
of the main program.
For use of the game with faster Amiga models (A3000,
Turboboards) the number of playable computer types will
be adequate extended.
Also possible is an enhancement about a playing mode
depending on the original rules. Whether this mode will
be offered alternatively or will replace the current
one is not decided until now.