home *** CD-ROM | disk | FTP | other *** search
- 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
-
-