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-
-
- HINTS FOR INTRIGUE -- OPENING MOVES
- ~~~~~ ~~~ ~~~~~~~~ ~~~~~~~ ~~~~~
-
- For those of you who have never played INTRIGUE, we have prepared a
- short summary of what you might do for the first few turns of the WWI
- scenario. By no means are you required to follow the strategies
- listed below, nor do we claim they will guarantee victory. After
- reading this document, you may have a better idea of how to play
- INTRIGUE.
-
- Remember, each turn lasts for 2 days -- at the end of the second day,
- the program on the BBS end takes whatever orders you have submitted
- and resolves all combat. Advances/retreats are made; and, if the
- turn is an even one, new units are added/subtracted based on the
- number of major cities you control. Control means you currently
- have a unit on the region containing the city, or you were the last
- to have a unit on a region containing a city on an even numbered turn.
- At any rate, the idea is to make sure no one has a unit on your cities
- during an even numbered turn and to try to place your units on cities
- during even numbered turns. You are allowed as many units as you
- have cities. Therefore, if you no longer control any cities at the
- end of an even numbered turn, you are eliminated from the game. If you
- are the first to control 15 cities, you win the game.
-
- Below are hints for each of the seven nations. Also included are sample
- orders for the first two turns. We suggest you use the EDIT MAP option
- and make these moves. Be aware that more often than not, your moves are
- often met with enemy (and backstabbing allied) resistance!!
-
- ITALY
- ~~~~~
- Italy has the immediate problem of Austria on her border. France
- could be a problem, but usually France moves towards Spain/Portugal
- (53,54) on the first few turns and she has enough to handle with Germany
- and England. If the Turks and Austrians ally, it can be very rough
- sailing for the Italians. One possibility is to try to form alliances
- with one of Turkey or Austria and also Germany. Then move your units
- towards Africa for the two major cities there.
-
-
- FRANCE
- ~~~~~~
- France has a couple of options for the first turn. She may move
- towards Belgium and Holland or she may move towards Spain/Portugal.
- In either case, France should make an alliance with England or Germany.
- The Germans usually move towards Belgium/Holland (31,32), so they will
- insist you move towards Spain. The English make a great ally since they
- will keep the Germans occupied while you move on Spain/Portugal. Beware of
- the Italian player. He usually occupies Africa and could launch an off-
- ensive from there. Also do all you can to insure that England and Ger-
- many do not ally. This makes for a very short game for the French.
-
-
- ENGLAND
- ~~~~~~~
- England is in great defensive position at the start due to the fact
- that she can easily repel any attacks. Also, England can usually choose
- her allies since both France and Germany are eager to make a treaty.
- Choosing one means making an enemy of the other. Unfortunately, England
- must rely on the transport order to get her armies onto the continent.
- Once she moves a fleet into the North Sea, she can usually transport an
- army to Norway (07) or one of the Low countries. Beware of French ships
- in the English channel and also beware of Russia sneaking around in Scan-
- dinavia. Your best bet is to ally with one of France or Germany and try
- to eliminate the other. An alliance with Germany will almost certainly
- bring an eager ally in Italy, who will also want to rid themselves of
- France.
-
-
- GERMANY
- ~~~~~~~
- Germany is the obvious antagonist in the game. She has players on
- all borders. If Germany can keep things calm on her Eastern borders,
- she can easily take Denmark (17) and possibly 2 of Sweden (09), Belgium,
- and Holland. Making an alliance with France or England spells trouble for
- the one left out. Typically (and historically) it is the English and
- French who ally. In this case, it is imperative for the German player
- to make nice with the Austrians and the Russians. A Warsaw Pact type
- thing is almost a must for the first few turns, even if you eventually
- decide to break it. Usually, Austria and Russia are eager to ally with
- Germany since they have enough problems with each other and Turkey.
- An alliance with Italy/Turkey is also not a bad move for eventually
- tackling Austria.
-
-
- AUSTRIA
- ~~~~~~~
- Austria is not in bad shape at the outset of the game. Italy usually
- heads south so she does not pose a threat. Germany has her hands full
- with England and France and does not want trouble. All Austria usually
- has to worry about is Russia and Turkey. Typically, Austria takes 60
- undisputed and depending on who she allies with, will take 66 or 50.
- If she joins up with Russia, then most certainly Turkey will attack
- in the near future. The same goes if she ally with Turkey. In the worst
- case, Russia and Turkey ally, and that usually spells doom for the
- Austrian empire. If this happens, you will have a hard time making
- frineds since everyone will sieze the chance to knock you out. A possi-
- bility however is Italy, who may have ideas about moving towards Turkey.
-
-
- RUSSIA
- ~~~~~~
- Russia has the advantage of one more unit at the beginning, but like
- Germany, has a lot of fronts to contend with. One possibility is to
- take Sweden during the first two turns. It is best not to try and take
- on Germany or England at the start since you will have enough
- trouble with Austria and Turkey. Your best bet is to form a non-
- aggression pact with Germany and then ally with one of Turkey or Austria.
- If Austria and Turkey ally, then try to get Italy and Germany to help
- you out. Control of the Black Sea (51) is important although you may have
- to let the Turks in there as a show of good faith. Their fleet in 69
- can go there or into Russia and the former is obviously what you want.
- If you ally with Turkey, go for 50 and bulk up along the Austrian
- border. If you ally with Austria, then try to move to the Black Sea.
-
-
- TURKEY
- ~~~~~~
-
- Turkey is in a delicate position to start the game. She has only 2
- direct enemies although the Italians could be in the neighborhood
- in 2-3 turns. If Russia and Austria ally, then life is not good for
- the Turks. Try your best to discourage this and attempt to ally
- with Austria or Russia yourself. The odd man out usually takes it on
- the chin. Alliance with Russia means your northern front is covered
- and you can float your boats towards the Italians. It is also very
- easy to split up the Balkan states (50,60,62,66) with whoever you decide
- to ally with.Alliance with Austria means you don't have to worry about
- Italy and can turn your attention soley on Russia.
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- SAMPLE GAME
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- We shall now describe the first two turns of a sample game.
- We strongly suggest you print out this file and then run INTRIGUE and
- use EDIT MAP to make all moves detailed below.
-
-
- ORDERS FOR TURN 1:
-
- Italy: Navy in 74 attacks the Tyrrhenian Sea 73.
- Army in 63 defends in place.
- Army in 57 attacks 56.
-
- France: Army in 45 attacks 54.
- Army in 41 attacks 44.
- Navy in 33 attacks 30.
-
- England: Navy in 05 attacks 06.
- Navy in 22 attacks 30.
- Army in 14 attacks 15.
-
- Germany: Army in 37 attacks 36.
- Army in 25 attacks 24.
- Navy in 24 attacks 17.
-
- Austria: Army in 48 attacks 49.
- Army in 49 attacks 60.
- Navy in 59 attacks 65.
-
- Russia: Army in 27 attacks 39.
- Army in 28 attacks 40.
- Navy in 20 attacks 09.
- Navy in 40 attacks 51.
-
- Turkey: Army in 78 attacks 68.
- Army in 68 attacks 62.
- Navy in 69 attacks 51.
-
-
- COMMENT ON ORDERS.
-
- Notice that the French and English both attempted to move into the English
- Channel. Under the combat rules, neither side is allowed into the region
- and both units remain in their respective regions. The same
- situation occurs in the Black Sea (51) between the Russians and the Turks.
- This standoff also stops the Russian attack from 28 into 40. All other
- attacks go through. At this point, you might want to go to the EDIT MAP
- routine and update unit positions.
-
- POSITION OF UNITS AFTER THE FIRST TURN.
-
- Italy: Armies in 63,56. Navy in 73.
- France: Armies in 44,54. Navy in 33.
- England: Army in 15. Navies in 06,22.
- Germany: Armies in 24,36. Navy in 17.
- Austria: Armies in 49,60. Navy in 65.
- Russia: Armies in 28,39. Navies in 09,40.
- Turkey: Armies in 62,68. Navy in 69.
-
-
- ORDERS FOR TURN 2:
-
- Italy: Navy in 73 transports Italian army in 63 to 71.
- Army in 63 loads onto Italian navy in 73.
- Army in 56 defend in place.
-
- France: Army in 54 attacks 53.
- Army in 44 attacks 54.
- Navy in 33 attacks 34.
-
- England: Navy in 05 transports English army in 15 to 07.
- Navy in 22 attacks 30.
- Army in 15 loads onto English navy in 06.
-
- Germany: Army in 36 attacks 31.
- Army in 24 attacks 32.
- Navy in 17 defends in place.
-
- Austria: Army in 49 attacks 50.
- Army in 60 reinforces Austrian army in 49 into 50.
- Navy in 65 attacks 66.
-
- Russia: Army in 39 attacks 50.
- Army in 28 attacks 20.
- Navy in 09 attacks 08.
- Navy in 40 reinforces Russian army in 39 into 50.
-
- Turkey: Army in 68 attacks 69.
- Army in 62 reinforces Austrian army in 49 into 50.
- Navy in 69 attacks 51.
-
-
- COMMENT ON ORDERS.
-
- Region 50 is a hotly contested place as both the Russians and Austrians
- make moves to take it. Both Austria and Russia have an attacking and a
- reinforcing army to use to push into 50, so one would expect a standoff.
- However, the Turks have committed an army to support the Austrian side.
- Austria, with a 3 to 2 advantage, successfully moves into 50 and the
- Russian attack stalls. This example shows that players can and should
- reinforce other attacks. It is next to impossible to win the game without
- making at least one ally along the way. Note also some transportation
- orders. Navies may transport other nations' armies and keep in mind that
- the loading army is totally at the mercy of the transporting navy, who gets
- to choose where to drop the army. Since this is turn 2, an even turn,
- the BBS end of the game will now determine cities gained/lost. Let us
- recap gains/losses below:
-
- Italy: Gains one unit by taking 71.
- France: Gains two units by taking 53 and 54.
- England: Gains one unit by taking 07.
- Germany: Gains three units by taking 17, 31, and 32.
- Austria: Gains three units by taking 50, 60, and 66.
- Russia: Gains one unit by taking 08.
- Turkey: Gains one unit by taking 62.
-
- For each gained unit, the computer will randomly select an unoccupied
- major city and place either an army or navy on that region. Inland
- regions obviously only hold armies and there is a 2/3 chance that a
- coastal city (such as 62) will produce a navy as opposed to an army.
- Cities will change to the correct color of the occupied nation. As for
- the game status, the big winners of the first two turns were Austria and
- Germany. France and England hurt themselves by both trying to move into
- 30 as did Turkey and Russia attempting to move into 51. There is only
- one neutral (gray) city left at this point (region 75), so subsequent
- turns will no doubt produce losses for some or all nations. We list
- below the current positions of all units along with cities controlled
- by nations. New units are marked with an *.
-
- Units Cities
- ~~~~~ ~~~~~~
- Italy: Armies in 56,71; Navies in 73,74*. 57,63,71,74.
- France: Armies in 41*,53,54; Navies in 34,45*. 33,41,45,53,54.
- England: Army in 07; Navies in 05*,06,30. 05,07,14,22.
- Germany: Armies in 24*,31,32,37*; Navies in 17,25*. 17,24,25,31,32,37.
- Austria: Armies in 48*,49*,50,60; Navies in 59*,66. 48,49,50,59,60,66.
- Russia: Armies in 20,27*,39; Navies in 08,40. 08,20,27,28,40.
- Turkey: Armies in 62,68*,69; Navy in 51. 62,68,69,78.
-