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1990-03-26
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ZZZZZZZ JJJJ ZZZZZZZ RRRRRR IIII SSSSSS KKK KK
Z ZZ JJ Z ZZ RR RR II SS S KK KK
ZZ JJ ZZ RR RR II SS KK KK
ZZ JJ ZZ RRRRR II SSSSS KKKK
ZZ J JJ ZZ RR RR II SS KK KK
ZZ Z JJ JJ ZZ Z RR RR II S SS KK KK
ZZZZZZZ JJJ ZZZZZZZ RRR RR IIII SSSSSS KKK KK
Version 1.1
============================================================================
Authored by Norman S. Zawisza
ZJZ RISK is a classic game of military strategy. It's general versus
general; fierce attacks against valiant defense; bold strikes and
cunning traps.
Risk is a registered trademark of Parker Brothers, Inc., and as such
is protected by law. This game is not intended to enhance, replace or to
detract in any way, from Parker Brothers original board game.
This game is distributed under the shareware concept. The concept is
that you forego all the fancy packaging and still receive high quality
software, which you do not pay for unless you use! You are encouraged
to give this software to your friends, other bulletin boards, user
groups, etc. You are NOT allowed to modify the program in any way. The
author retains all other rights to the program. If you enjoy the game,
please send a $15.00 donation to:
Norman S. Zawisza
167 North Main Street
Perry, NY 14530
Along with your contribution, please tell me where you received your
copy and any comments/criticisms you might have. In supporting Public
Domain programs, we encourage authors everywhere to place more programs
into the Public Domain and to strike a blow against overpriced software!
The complete Turbo C 2.0 source code for the game can be purchased
for a $35.00 contribution which includes:
1. A hardcopy of all the listings, fully commented
and documented, along with the program flowcharts;
2. A 5.25" floppy disk containing the source code files
and the necessary makefiles.
SYSTEM REQUIREMENTS
-------------------
The game has been designed to run on IBM and 100% compatible computer
systems with 640K system memory and an EGA/VGA graphics card with least 256K
of graphics memory. While the game can be run from a floppy drive, it is
STRONGLY suggested that the game be placed on a hard drive and played
from there. While this version of the game has been compiled to run on
XT class computers and up, an AT class version, (which is faster and has
a smaller executable size), can be obtained at NO CHARGE to registered
users by writing to the above address.
THINGS TO ALWAYS REMEMBER
-------------------------
The object of the game is to eliminate your opponents by occupying
every country on the board. The first player to do so wins the game and
also conquers the world.
The F1 key is ALWAYS the HELP key. If at some point in the game
you don't know what to do, chances are, by pressing F1, you will receive
any needed information.
The F2 key is the Continent Information key. At the command prompt
("ENTER A COMMAND:"), the F2 key will show the player how many extra
armies the player will receive if he/she owns the entire continent, and
also which countries make up which continents.
The commands are entered by using the FIRST LETTER ONLY of the
desired command. See the COMMAND section for more details.
When a player needs to select a country for any reason, the following
will always be true:
The selection process ALWAYS begins on N. Africa. Other countries
can be reached by using the ARROW keys, (UP, DOWN, LEFT, RIGHT), to
move the selection pattern to the desired country.
The selection pattern will be either of three things;
o When selecting an ATTACKING country, the selection pattern will
fill the current country with 'a's;
o When selecting a DEFENDING country, the selection pattern will
fill the current country with 'd's;
o When selecting a country for any other reason, (RE-ARRANGING
armies, placing new armies, etc.), the selection pattern will
fill the current country with a hatch pattern.
The game board has certain sections devoted to certain tasks, or are
always used to convey information to the player, (as the following diagram
shows):
---------------------------------------------------
| | |
| | |
| AREA A | AREA |
| | C |
| | |
| |-----------|
| --------------------------| AREA |
| | AREA B | D |
---------------------------------------------------
AREA A: This portion of the screen is the game board.
AREA B: This portion of the screen is used for
all game messages and player input.
AREA C: This portion is used to display statistics
about the current player (whose turn it is).
AREA D: This portion of the screen displays various
types of information; specifically information
about the current attack, current troop
movements, country statistics during the
selection process, dice rolls, etc.
INITIAL SETUP
-------------
When you first begin the game you can either retrieve a previously
saved game, or you can start a new game.
NEW GAME: To begin a new game, when you answer 'N' to retrieving a new
game, the player screen appears and you are prompted to enter the
number of players. There can be from two to six players. Any other
response is ignored. Once the number of players is entered, you are
prompted to enter each player's color. As colors are chosen, they are
removed from the available list. After each player has been assigned
a color, the initial country placements can be assigned by the game
or by having each player pick their own countries. If the game does
the selection, one army will be placed upon each country until the
entire game board is filled. If the players choose to pick the
initial countries, each player, in turn, places one army onto
any unoccupied country until all 42 countries have been claimed.
Regardless of which method is used to place the initial armies, once
each country has one army on it, each player, in turn, places one
army on any country that he or she already occupies. This continues
until each player has placed all of his armies. These remaining armies
for each player are placed (as outlined in THINGS TO ALWAYS REMEMBER
above) by using the arrow keys to move the highlighted country
around the board and pressing the ENTER key when you have reached
the desired country. Area C of the game board (see above), will
display all the necessary information needed to do this initial
setup.
RETRIEVED PREVIOUSLY SAVED GAME: To retrieve a previously saved game,
you answer 'Y' to the 'Retrieve a new game' prompt. If there are
any games saved, a list of the saved games will appear on the
screen and the game will prompt you to type in the name of the game
you want to use. If there are no games saved, the game will print a
message to that fact. When you are entering the name of the game
you wish to retrieve, the game won't respond until the RETURN (or
ENTER) key is pressed. If the name was entered wrong, the game
will print an appropriate message and asks you if you want to try to
enter the saved game's name again. By answering 'Y' or 'N' to the
prompt, the player can try again, or can go on to start a new game.
PLAYING THE GAME
----------------
Depending upon the number of players selected, the initial number
of starting armies varies as follows:
o 2 players - each player gets 50 armies
o 3 players - each player gets 35 armies
o 4 players - each player gets 30 armies
o 5 players - each player gets 25 armies
o 6 players - each player gets 20 armies
The original Risk board game has a different approach when only two
players are chosen, but let's just call this poetic license!!
On your turn, you try to capture opposing countries by defeating
the opposing armies. Each of your turns consists of three steps, in the
following order:
1. Getting and placing new armies
2. Attacking (optional)
3. Fortifying your position (optional)
GETTING AND PLACING NEW ARMIES: At the beginning of each turn,
excluding your first turn, you receive additional armies. You
must immediately place these armies onto any one or more of your
countries. You receive armies according to the number of
countries you occupy, and the number of continents you control.
COUNTRIES: Simply count the number of countries you currently
occupy, then divide the total by three, discarding any fraction.
The answer is the number of armies you receive, (example:
11 countries = 3 armies, 14 countries = 4 armies, 17 countries
= 5 armies). You always receive at least three new armies on
a turn, even if you occupy fewer than nine countries.
CONTINENTS: A player can also receive armies for each continent
he controls (to control a continent, you must occupy all it's
countries at the start of your turn). To find the exact number
of armies you receive for each continent and which countries
make up each continent, use the F2 key at the command prompt,
("ENTER A COMMAND:" prompt).
COMMANDS
--------
The commands are entered by typing the first letter of the command
ONLY. The entire command will be displayed when the player enters a
command letter. The first letters of all the commands are unique, so
illegal commands can be detected immediately.
The ever-present command prompt, "ENTER A COMMAND:", asks for the
players input, and the command will be spelled out completely after the
prompt. By pressing the F1 key, a list of the valid commands will be
shown.
All the legal commands will be presented below, in alphabetical
order.
ATTACK - After placing your armies, you may attack if you wish. An
attack is actually one or more battles which are fought with dice
(in this case, pseudo-dice). The object of an attack is to
capture a country by defeating all the opposing armies on it. To
attack an opposing country, you must follow the following rules:
o You may only attack a country that is ADJACENT to one of
your own. Countries lying next to each other are adjacent.
Countries connected by dashed lines are also adjacent. The
game will not allow attacks on non-adjacent countries.
o You must always have AT LEAST TWO ARMIES on the country you
are attacking from.
o You, the attacker, are allowed to roll one, two, or three
dice, but you must have at least one more army on your
country than the number of dice you roll. The more dice you
roll, the greater your odds of winning. Also, the more dice
you roll, the more armies you may lose.
o The defender may roll either one or two dice. To roll two
dice, he/she must have at least two armies on the country
under attack. The more dice the defender rolls, the greater
the odds of winning, (or losing).
To start an attack, simply type the letter `A' at the "ENTER A
COMMAND:" prompt. You are then asked to select the attacking
country. As you move the highlighted country (see THINGS TO
ALWAYS REMEMBER), AREA D of the game board will show the current
country's information. When the attacking country is selected,
the attack pattern stays on the selected country, and the player
is asked to select the defending country. Again, AREA D of the
game board will show the current country's information. Once the
attacking and defending countries have been selected, AREA D of
the game board will show information about the two countries
selected for battle. The game then prompts the player to enter
the number of armies to use in the attack and the number of
armies to use to defend. Enter these numbers at the prompts, (the
backspace key does work), and hit the RETURN (ENTER) key to tell
the game that you have entered the number. Once the number of
armies has been entered, the game will `roll' the dice, and the
results will be shown in AREA D of the game board. AN ATTACK
CAN BE ABORTED BY PRESSING THE `ESC' KEY DURING THE SELECTION
PROCESS ONLY. IF BOTH THE ATTACKING AND DEFENDING COUNTRIES HAVE
BEEN SELECTED, THE ATTACK CANNOT BE STOPPED.
To decide a battle, compare the highest die that each player has
rolled. If your die is higher, the defender loses one army from
the country under attack. If the defender's die is higher, you
lose one army from the attacking country. Then, if each player
has rolled more than one die, repeat the above procedure for the
next die. IN CASE OF A TIE, THE DEFENDER ALWAYS WINS! The game
will announce the results of the battle.
As soon as you defeat the last opposing army on a country, you
capture that country and must occupy it immediately. To do so,
move in at least as many armies as the number of dice you rolled
in your last battle. But you must always leave at least one army
behind. During the game, every country must be occupied by at
least one army. The game will prompt for the number of armies
you wish to move into the conquered country. AREA D will show
the attacking country information to help decide how many armies
to move.
You may end your attack at any time. You may do so by typing the
TURN DONE command or the RE-ARRANGE command, (see below).
If you don't want to attack on your turn, you don't have to. If
you wish, you may just fortify your position (TURN DONE or RE-
ARRANGE).
TURN DONE - This command can be used to end a player's turn. Simply
type `D' at the 'ENTER A COMMAND:" prompt. The game then prompts
to see if the player would like to re-arrange any of his/her
armies. To do this, move as many of your armies as you like from
one (and only one) of your countries into one (and only one) of
your adjacent countries.
o In moving your armies from one country to another, you must
leave at least one army behind.
o No matter what you've done on your turn, you may end it with
fortifying your position. You are not required to win a
battle or even try an attack.
To select the countries you wish to move armies to and from, the
game will ask the player to select the countries (see THINGS TO
ALWAYS REMEMBER). When the TO country and the FROM country have
been selected, AREA D will show the information about the chosen
countries. The game then prompts the player to enter the number of
armies to move (any number between 0 and 999). THE RE-ARRANGEMENT
CAN BE ABORTED BY PRESSING THE `ESC' KEY DURING THE SELECTION
PROCESS. IF BOTH THE TO COUNTRY AND THE FROM COUNTRY HAVE ALREADY
BEEN SELECTED, THE COMMAND CANNOT BE STOPPED.
When the re-arrangement is completed, the current player's turn
is completed and the next player starts his/her turn.
QUIT - By entering `Q', players can terminate game play. The game
will prompt the player "..are you sure?" and a `Y' response will
terminate the game, and an `N' response will allow the game to
continue.
RE-ARRANGE - This command is almost identical to the `TURN DONE'
command except that it is invoked by entering `R' instead of `D'.
The only difference is that the player is not asked if he would
like to re-arrange any armies.
SAVE - By entering `S' the players can save the current game to a
disk file so that play can be continued at a later time. There
are two possible ways of saving a game: to a new file or to an
already existing game file.
o To save a game to a new game file, the game automatically
generates the game file's name by the following convention:
RG (for Risk Game) + MMDDYY + a numbered extension which
corresponds to the number of games saved on the current day.
For example, if on November 18, 1989, the game to be saved
is the second one saved on the day, the game file will have
RG111889.002 as it's name.
o To save a game to a previously existing game file, the
gamefile directory and all the current game files will be
displayed and the player will have the chance to enter the
game file name he/she wishes to save the current game under.
The reason for this is because, as games are saved, they are
usually forgotten about, and they tend to pile up and eat,
eat, eat up your free disk space.
The player is prompted for the desired method of saving the game,
and when the save is completed, game play is continued. This will
allow the game to be saved in various stages. This also makes a
case for wanting to overwrite previously saved games with the
current game.
All the games are saved in a subdirectory named RISKGAME. This
subdirectory is created underneath the directory in which the
game is installed. You do not have to create the directory
yourself, the game will take care of this.
WINNING
-------
The game is completed when one player owns all 42 countries on the
board!!!