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CD Funhouse Version 8.0 - Wayzata Technology (7013) (1993).iso
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gameplay.doc
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How to Play Conquest
====================
About This File
~~~~~~~~~~~~~~~
This file contains information on how to play the game of Conquest.
To learn how to use the program Conquest read the file "conquest.doc".
Objective
~~~~~~~~~
The goal of Conquest is to conquer the world by defeating all of your
opponents.
Overview
~~~~~~~~
Conquest is a "conquer the world" strategy game for 2 to 6 players.
Conquest is played using a simplified map of the world divided into 42
territories which are grouped into 6 continents. At the start of the
game, each player is randomly assigned an equal number of territories
and given an initial allotment of armies which the players then deploy
as they see fit.
Players then take turns attacking their opponent's territories in an
effort to capture and subsequently control these territories. Each
"turn" has three phases: the allotment and deployment of new armies,
a number of attacks, and a final troop movement.
The game ends when one player has captured all 42 territories.
The Map
~~~~~~~
If you take a close look at the initial Conquest screen, you will see
that each of the six continents is drawn in its own unique colour or
pattern. This will give you an idea of which territories belong to
each continent. Although you do not need to know the names of these
territories to play Conquest, for the record they are:
CONTINENT TERRITORIES
North America Alaska, Northwest Territory, Greenland, Alberta,
Ontario, Quebec, Western United States, Eastern
United States, and Central America.
South America Venezuela, Peru, Brazil, and Argentina.
Europe Iceland, Great Britian, Scandinavia, Northern
Europe, Western Europe, Southern Europe, and
Ukraine.
Africa North Africa, Eqypt, East Africa, Congo, South
Africa, and Madagascar.
Asia Ural, Siberia, Yakutsk, Kamchatka, Irkutsk, China,
Afghanistan, Mongolia, Japan, Middle East, India,
and Siam.
Australia Indonesia, New Guinea, Western Australia, and
Eastern Australia.
Starting a Game
~~~~~~~~~~~~~~~
Players enroll to play Conquest by typing in their name and selecting
the colour or pattern they want to use throughout the game. Based on
the number of players that have enrolled, the number of armies that
each person will get for their initial occupation of territories is
calculated according to the table below:
# OF PLAYERS INITIAL ALLOTMENT
OF ARMIES
2 50
3 35
4 30
5 25
6 20
Each player is then randomly assigned an equal number of territories.
One army from the above allotment is automatically placed on each of
these territories. At least one army must be left on a territory in
order to control it. (NOTE: for 4 or 5 player games the number of
territories given to each player does not work out evenly. However
the two players in each case that receive one less territory will each
have one extra army to deploy.)
Initial Deployment
~~~~~~~~~~~~~~~~~~
The players then take turns placing the remaining allotment of armies,
one army at a time, onto the territories that they control. Players
are free to place any number of armies on a controlled territory and
should be trying to build up strength in areas that they want to
attack from or to defend. Players continue to place their armies, in
turn, until the initial allotment has been exhausted.
Taking Turns
~~~~~~~~~~~~
Throughout the rest of the game, players take turns attacking their
opponent's territories in an effort to capture and control then. As
mentioned each "turn" has three phases: the allotment and deployment
of new armies, attacks, and a final troop movement. Lets look at each
of these phases in detail.
Allotment of New Armies
~~~~~~~~~~~~~~~~~~~~~~~
At the beginning of his/her turn, a player is awarded additional
armies based on the territories and continents that they control. The
total number of territories controlled divided by three (throwing away
the remainder) forms the basis of this allotment. To this number more
armies are added for control of continents according to the following
table:
CONTINENT ADDITIONAL ARMIES
North America 5
South America 2
Europe 5
Africa 3
Asia 7
Australia 2
To control a continent a player must occupy all of that continent's
territories.
A third way of obtaining armies at the beginning of a turn will be
discussed in the section Conquest Cards.
At least three armies will be awarded in this phase even if the player
controls fewer than 9 territories.
Deployment of New Armies
~~~~~~~~~~~~~~~~~~~~~~~~
Much like initial deployment, the player then takes these new armies
and places them onto territories that they may wish to attack from or
to defend. When all additional armies have been placed the next phase
of the turn begins.
Attacking
~~~~~~~~~
Attacks are made from a territory controlled by the player who's turn
it is against an ADJACENT opposing territory. That is to say that the
attacker and the defender must share a common border, or be connected
by one of the white lines forming bridges between some territories.
The attacking territory must also have at least two armies.
There are two types of attack. A "Blitz" attack leaves the defender
with no alternative but to stand their ground and fight. A normal
"Attack" gives the defender a choice between defending or withdrawing
and also allows the attacker to retreat at any time during the
conflict. In both cases, the conflict is resolved by simulating the
rolling of dice in the following manner.
The number of dice rolled for the attacker is determined by the number
of armies in the attacking territory as follows:
NUMBER OF ARMIES NUMBER OF ATTACKER DICE ROLLED
2 1
3 2
4 or more 3
Similarly for the defender:
NUMBER OF ARMIES NUMBER OF DEFENDER DICE ROLLED
1 1
2 or more 2
The highest attacker roll is compared with the highest defender roll.
If the attacker's roll is greater than the defender's roll then one
army is removed from the defender. If however the defender's roll is
equal to or greater than the attacker's, one attacker army is removed.
If two or more dice were rolled for both attacker and defender, then
the second highest rolls are compared with the same consequences.
The attack is over when one of the following conditions is met:
1) The attacker has only one army left, in which case the opponent
has been successful in his/her defense.
2) The defender has no armies left. This can happen as a result of
a successful attack, or if the defender withdraws their armies.
In either case one attacker army is automatically moved into the
defender's former territory, and the attacker has the option to
move in additional armies from the attacking territory.
3) The attacker chooses to retreat.
A player may attack any number of times in a turn.
Final Troop Movement
~~~~~~~~~~~~~~~~~~~~
At the end of their turn a player can make ONE troop movement from any
territory that they control to an ADJACENT territory that they also
control.
Conquest Cards
~~~~~~~~~~~~~~
At the end of any turn in which a player has successfully captured at
least one territory they get a Conquest card. Sets of these cards can
be used at the beginning of a turn to get additional armies.
There are fourty-four Conquest cards, one for each territory and two
"wild cards". The fourty-two territory Conquest cards are numbered
with either a 1, 2 or 3. The wild cards are numbered 0. A set can be
formed with three of a kind, or a 1-2-3 combination of cards. A "0"
card and any other two Conquest cards also make up a set.
At the beginning of a turn where the current player has three or more
Conquest cards, he/she will have the opportunity to "cash in" a set.
If the player has five (or more) cards he/she will be forced to cash
in a set. Additional armies are awarded for a set based on how may
sets have been cashed in "so far" according to the following table:
SET WORTH
First set 4 armies
Second set 6 armies
Third set 8 armies
Fourth set 10 armies
Fifth set 12 armies
Sixth set 15 armies
Seventh set 20 armies
Eighth set 25 armies ...
After the sixth set the allotment is increased by 5 armies every time
a set is "cashed".
Two additional armies are awarded for each territory card in the set
being cashed that is controlled by the player cashing in. These extra
armies are automatically placed directly on the territory who's card
is being cashed.
There is one additional opportunity to cash in a set. When a player
captures an opponents last territory they also capture the opponents
Conquest cards. If the combined cards form a set then the player can
immediately cash them in. If there are more than five cards then the
player must cash in a set.
Summary
~~~~~~~
The best way to learn Conquest is to play the game. The above should
give you enough information to get a good start. Have fun.