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Amiga Plus Extra 1996 #3
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aminet-spiele
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zwei spieler
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tactrix
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tactrix!.doc
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1994-12-02
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Tactrix! © 1994 Hard Core Game Design
A division of Almo Enterprises
Tactrix! is Shareware. A $5 fee is requested, and may be mailed to:
Ethan Larson
2143 Garfield #7
Laramie, WY 82070
or, after June 1995
Ethan Larson
1506 Phillips
Brownwood, TX 76801
In the event that enough interest is shown in this game, I will write an
artificial intelligence, so you won't necessarily have to find another
person to play. Also, I have plans to make Tactrix! II, which would have
more strange pieces, and would generally be further from chess in play
mechanics.
This program is © HCGD, except the stuff in the l directory, which is
© Absoft. The l directory contains the run-time libraries for the Absoft
AC/BASIC Compiler. This archive is freely distributable, so long as all
files remain intact.
To install the game, just drop everything into one directory, with the
exception of the l directory. Copy these files to your l: directory if you
are using hard disk, or just put l in the root directory of the floppy you
intend to run it from. Then double click the Tactrix! icon. Make sure
FastMemFirst is executed before you run it, either by you or in your
startup-sequence. It runs noticably faster if you do.
If you have any questions or comments I can be reached by e-mail at:
almo@plains.uwyo.edu
How to play
General Rules
Players take turns moving their pieces on a 10x10 board. To capture an
opponent's piece, just land on it. All of the empty squares at the
beginning of the game have chips in them. By moving onto these, you
collect them; they do not regenerate. You can purchase new pieces with
these chips.
The Interface
Just click the piece you want to move, then click the square you want to
move it to.
For information about a piece, you can click the Tutor button, followed by
clicking the piece you want to know about. Tutor will tell you the name
of the piece, how much it costs to buy, and all of its current legal moves
will be highlighted on the board. Use Tutor to figure out which pieces
are which when you first play. The Tutor also works on your opponent's
pieces.
When it is your turn, just click the Buy button to purchase a new piece.
The Dialog box will give further instructions.
Clicking New twice will start a new game, and clicking Quit twice will
exit the program.
Clicking Load or Save will initiate the Load or Save sequences; you will
be asked for the device and directory first, then for the name of the
game file. For example, "df0:games/" would work for the device and
directory, and "Game1" would work for the filename. Tactrix! will
automatically add ".tac" to the filename when both loading and saving.
Make sure you remember to add the trailing "/" when specifying a
directory. At either prompt you can just hit retrun to cancel load or
save.
You can click anywhere in the window when you want to cancel a selection.
Odd Situations
There are times, as in chess, when capturing your opponent's king will
become impossible. The problem is that the pieces in Tactrix are
different those in chess, so those situations are a bit different. The
one that remains the same is that if it is one king and two jumpnars
versus one king, capturing the lone king is impossible. If you encounter
any others, please let me know about them, so they can be included in
this doc file. I suspect such problems will be found in connection with
the wrapnoid, since it has such odd restrictions on movement.
The pieces
Jerk
These are the small circles that line the front row of each player's
army. These can move one space forward, unless capturing. They can only
capture by skipping a space up, down, left or right. When capturing, it
doesn't matter if there is a piece between them and their target; they
actually jump over that space. If you get a jerk all the way to the
other side of the board, you get a 25 chip bonus, and the jerk
disappears. They cost 3 chips to buy.
1234567 The star represents a jerk on the board. The m is where
1 he can move if unopposed, and the x's are where he could
2 x capture. The #'s are other pieces. Note that they do
3 m not oppose his capturing move.
4 x *#x
5 #
6 x
Jumpnar
These are the small circles surrounded by squares. They move just as
knights in chess. They move two spaces in one direction, then one space
to either side, ignoring all other pieces that might intervene. These
cost 6 chips.
1234567 The * is the jumpnar, and the m's are where he can move
1 or capture. The #'s are other pieces. Note that the
2 m#m #'s don't get in the way of the jumpnar's movements.
3 m## m
4 ##*#
5 m m
6 m m
Wrapnoid
These look like a circle enclosed in parenthesis. They are weird pieces.
They can move to any adjacent space, except for those immediately to
their left or right. To move left or right, they jump a space, ignoring
any piece that may be there, and then can slide up to 3 spaces. When
moving left or right, they can also "wraparound" at the edges of the
board, appearing on the other side. These cost 9 chips.
1234567890 In this diagram, the *'s are wrapnoids, the m's are
1 mmm 1 where they could move or capture, and the # is a piece.
2mmm * mmm 2 Note that the wrapnoid SLIDES after its initial jump,
3 mmm 3 so that it can be blocked by another piece. It could,
4 4 however, opt to capture that piece. Also note the m's
5 5 in columns 9 and 10 in row 8. This is how a wrapnoid
6 6 wraps around the edges.
7 mmm 7
8m * m# mm8
9 mmm 9
0 0
Verticon
These look like spots with vertical lines through them. These pieces can
move one space in any direction, or slide any number of unoccupied
spaces vertically. These cost 12 chips.
1234567 The * is the verticon, the m's are where he can move or
1 m capture. The # is another piece that blocks the
2 mmm verticon's movement. He could capture the #, though.
3 m*m
4 mmm
5 m
6 m
7 m
8 #
9
Diaganoid
These pieces look like a large "X". They move like bishops from chess,
except that they can also move one space up, down, left or right. They
can slide any number of unoccupied spaces diagonally. They cost 15 chips.
12345678 The * is the diaganoid, the m's are where he could
1 m move or capture, and the # is another piece. Again,
2m m the # blocks him from moving farther, but he could opt
3 mmm to capture the #.
4 m*m
5 mmm
6m m
7 m
8 #
9
Regeneroid
These look like ripples radiating from a splash in a puddle. They move
like kings in chess, one space in any direction; but they can't move
vertically past the half-way mark on the board. They also have a very
special function. When you purchase a new piece, it must be placed on
a space adjacent to the regeneroid. When you place the new piece, it can
be placed in a space occupied by your opponent, thereby capturing your
opponent's piece. If you lose your regeneroid, you cannot buy any more
pieces, no matter how many chips you get. You cannot buy a new
regeneroid at any time.
123456 The * is the regeneroid, and the m's are where it
1 could move or capture.
2 mmm
3 m*m
4 mmm
5
6
King
These look like a crown. They also move like chess kings, one space in
any direction. These also have a special purpose; if you lose your king,
you lose the game. There are no rules for check and checkmate in
Tactrix!, so if you can take your opponent's king, do so. You cannot buy
another king. There is no rule for something like castling from chess.
123456 The * is the king, and the m's are where he could move
1 or capture.
2 mmm
3 m*m
4 mmm
5
6