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jayden.doc
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1989-09-17
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Page One of Four
The Mark of the Trade Presents ...
J a y d e n
EGA Primordial Version
TopMAD Software Copyright 1989 Mark Descallar
REQUIREMENTS:
Two Humans or Aliens of equivalent or superior intellect
IBM PC/XT/AT/PS2 or compatible
EGA, MCGA, VGA Card with at least 128K of video memory
Color Monitor (Even a CGA monitor with an EGA Card)
Jayden is an abstract strategy game of war. Played on a board of
20 squares by 14, adversaries employ Heroes, Scouts, Cannons, and
Sentinels in an attempt to capture the opposing side's Master.
After both players have selected the team they wish to control,
(the green squad at the bottom of the screen moves first) game play
begins. Players take Turns moving their pieces until either sides'
Master is eliminated. In one Turn, the player moves TWO different
pieces in his control. If you are unable to move twice, you must
forfeit the game.
GAME OPERATION
Direction Keys:
<Home> <Up> <Pg Up>
<Left> <Right> - Moves the Action Box.
<End> <Down> <Pg Dn>
Action Buttons:
<ENTER> or - The Action Buttons. Depending on the situation,
<SPACE BAR> these Buttons:
1. Select a piece to move or use.
2. Deselect a piece.
3. Move the selected piece to the desired
location.
4. Attack the location.
5. Fire the Cannons at the piece on the location.
6. Condition the piece on the location.
Any Illegal moves will be ignored.
The Escape Button:
<ESC> - This brings up the Main Menu Window. Use the
Direction Keys and the Action Buttons to select
your choice.
Pressing <ESC> during any Window will bring you
back to the Game Board, canceling the window.
The Mouse:
- You may use the mouse in place of the Direction
Keys and Action Buttons.
MOVEMENT:
The Jayden pieces follow four general rules for movement though
many unique pieces can break some of the rules.
1. Pieces cannot enter a square occupied by their own team. They
can, however, enter an enemy held square and that is called an Attack.
In an Attack, the attacking piece always wins. For exceptions and
variations to Attacks, see PIECES.
2. Pieces move in unobstructed lines. If a piece is blocking your
path, you must stop or Attack the piece. See PIECES for exceptions.
3. You cannot Attack your own team.
4. If all your Marks (See PIECES) are destroyed, your squad cannot
cross the Half Line. Any pieces behind the line will be unable to
move. See PIECES for exceptions to this rule.
Page Two of Four
THE PIECES
Almost every piece in Jayden has a special function. The
following describes the nine unique Jayden pieces.
Cannon - The Cannons are commanded by the Scouts. See SCOUTS AND
CANNONS for firing information. Without the command of a Scout,
Cannons can only move one square Up, Down, Left, or Right. They
cannot attack anyone by themselves.
Dragon - Dragons are the most potent offensive Piece. They can move
up to twenty squares Up, Down, Left, Right, or the Diagonals.
Hero - Heroes move one or two squares Up, Down, Left, or Right.
Unlike other pieces, Heroes attack by jumping over the enemy
they're attacking. That is, after they have killed their
opponent, they move one square forward and into the next square.
Heroes cannot attack Marks.
Interceptor - Interceptors move one to twenty squares Up, Down, Left,
or Right. They have no special abilities.
Mark - The Marks are very important pieces in Jayden. They can move
once in any direction and cannot attack anyone. If all of your
Marks are gone, you will no longer be able to cross the Half Line
and into enemy territory. Any piece caught behind the line will
not be able to move. Raiders, Masters, and Sentinels are special
exceptions and do not need any Marks to perform behind the line.
Master - The Master is the leader of your squad and has special
Attacking powers. If your Mark is disabled in any way you lose
the game. They move once in any direction and don't attack in the
normal way. Instead, the piece the Master attacks switches
allegiance and joins your side. This is called Conditioning.
Masters also do not depend on Marks to perform behind the Half
Line.
You cannot move another piece during your turn if you
move your Master (Instead of two moves, only one). If you already
have moved a piece, you won't be able to move the Master.
Raider - Raiders move from one to four squares in diagonal directions.
They can perform behind enemy lines without the aid of the Marks.
Scout - Scouts JUMP up to three squares Up, Down, Left, Right or the
Diagonals. Since scouts jump, they can move to an unoccupied
square even if the pathway is obstructed. The Scout's offensive
power varies with the number of cannons. Scouts cannot directly
Attack opponents but must have a free cannon to control. See
SCOUTS AND CANNONS on firing information.
Sentinel - Sentinels are all-powerful defensive weapons. They can
teleport into any square provided that it is unoccupied and the
adjacent squares are unoccupied. Once moved, the Sentinel erects
an impenetrable shield that nothing can pass. This shield is
placed in the adjacent squares surrounding the Sentinel.
The Sentinel cannot move once activated and still functions
behind the Half Line without the Mark's help.
Page Three of Four
SCOUTS AND CANNONS:
Cannons and Scouts only have offensive capabilities when both are
alive on the board. To utilize the destructive force of the tandem,
select a Scout. Then select the opponent you wish to destroy. The
enemy will be destroyed, with your Scout not moving anywhere. Play
will then continue normally.
You can only select enemy pieces within X squares of the Scout,
where X is the number of Free Cannons you have during the move. The
number of Free Cannons means the number of cannons you have that have
NOT fired during your turn. Remember that a turn consists of TWO
moves.
The number of cannons it takes to hit an enemy equals the
number of squares away from the Scout it is.
For example, in your first move you fire at a Hero two squares
away and you have two Cannons. Since the Hero is two squares away
it takes two (not one) Cannons to hit it and the number of Free
Cannons is reduced to zero. Consequently you would not be able to
fire any Cannon in the second move of your turn. Or, in your
first move, you fire at a Dragon one square away and you again have
two Cannons. Because the Dragon is only one square away it takes one
Cannon to destroy it. The number of Free Cannons is reduced from two
to one. So on your next move you would be able to fire at something
one square away from your OTHER Scout.
At the end of your turn, Free Cannons are brought back up to
maximum (usually two).
If you have trouble understanding any of this, try playing a
practice game to see how it works.
THE GAME BOARD:
The Jayden board is made of dark blue and alternating gray
squares. Horizontally, the board is twenty squares long while it is
only fourteen squares vertically. In the middle of the board, a line
is drawn signifying the division of territories. One side is enemy
held land while the other is your territory. You have twenty pieces
arranged in two rows to control. The top two rows house the Red side
while the bottom two have the Green side stationed. Looking at the
Green squad, the inmost row houses a Mark, eighteen Heroes, and
another Mark. The edge row has a Cannon, Scout, four Raiders, two
Interceptors, a Dragon, Master, Mark, Sentinel, two Interceptors, four
Raiders, a Scout, and a Cannon. Red's columns are in reverse order.
At the start of the game, you have eighteen Heroes, eight Raiders,
four Interceptors, three Marks, two Scouts, two Cannons, one Dragon,
one Sentinel, and one Master.
VICTORY:
Jayden is won when you kill or condition your opponents Master or
when your opponent is unable to complete his turn. If you are unable
to complete your turn, you must forfeit the game. A Draw can be
declared if both sides agree.
Page Four of Four
EVOLUTION:
Jayden is called the Primordial version because it has yet to
evolve into its ultimate version. Strategy, rules, and pieces can yet
change and I'm counting on your response to guide the evolution of
Jayden into its Real Version. Write to me and if you wish to add or
change anything, please explain why. Please tell me the strategies
you use, to possibly be published in the forthcoming `The Book of
Jayden'. Full credit will be given to you and possibly more.
THE PITCH:
I'm still in High School as I write this and I NEED MONEY!
Please, a five dollar registration fee goes a long way and I will
notify you of the next version of Jayden. A contribution of $10.00 or
more will get you the next version free!. And a $20.00 contribution
will make me happy, my mom happy, will get you the next version free
AND the electronic version of `The Book of Jayden'. Remember, this is
Shareware and the minimum of $5.00 will get you properly registered.
Please oh please distribute this to ALL your friends, BBS's,
Compuserve, anything. You have my blessing as long as the files
JAYDEN.EXE, JAYDEN.DAT, JAYDEN.TTL, and JAYDEN.DOC are always
together and unmodified.
For those of you interested, this program was created with
Microsoft's QuickBASIC Compiler 3.00. Mouse support, Save File
checking, and the scrolling of the Instructions are made possible
by ADVBAS, a shareware program by Thomas Hanlin III.
LAST MINUTE NOTICE:
Please address checks to Mark Descallar.
THE ADDRESS:
Mark Descallar
712 Azure Hills Drive
Simi Valley, California 93065
You can also reach me on PC-Link, I'm Mentor III.
THE END:
That's all folks!