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-
- WAR IN KOREA
-
- Ver. 1.2
-
- A Cricket Software WarGame for I.B.M. compatible PC's.
-
- Copyright 1994-1995 by John Daigle
- All rights reserved.
-
-
- Hardware required:
- IBM compatible PC with EGA/VGA monitor and Microsoft compatible mouse.
-
- Description:
- War In Korea is a 2 player war game played on a map of the Korean peninsula.
- Each player has an army consisting of 80 divisions: 40 Infantry,
- 20 Armored, 10 Air Cavalry & 10 Marine. Players alternate turns,
- moving all their units then resolving battles at the end of each turn.
- A player wins by eliminating all enemy units or capturing all enemy cities
- and holding them for 1 turn.
-
- The Map:
- The map shows the countries of North & South Korea, part of China and a
- a small portion of Japan. The map has a grid divided into horizontal &
- vertical coordinates numbered horizontally(east/west) 1 to 160 and
- vertically(north/south) 0 to 115, for a total of 18,560 squares.
-
- Terrain:
- Each square is colored or marked according to its terrain.
-
- land-green
- cities-gray
- mountains-black inverted V 's on white
- ocean-blue
- roads-red lines
- rivers-blue lines
- bridges-red lines over rivers
-
- Units:
- NKPA (North Korean Peoples Army) & PRC (Peoples Republic of China) units
- are colored light-magenta (referred to as red units).
- ROK (Republic Of Korea [south]) & U.S./Allied units are colored light-cyan
- (referred to as blue units).
-
- In map modes of 4, 8, & 12 to 1:
- Infantry units are marked with an 'X' inside a white box.
- Armored units are marked with a yellow rectangle bordered by white.
- Air Cavalry units are marked with an 'X'ed blue circle bordered by white.
- Marine units are marked with an 'M'in a red rectangle bordered by white.
-
- In 2 to 1 map mode:
- Infantry units are marked with an 'X'.
- Armored units are marked with a yellow square.
- Air-Cav units are marked with a blue square.
- Marine units are marked with a red square.
-
- In the full map (1 to 1) mode only the colors of the units(red/blue)
- are shown. In maps of 8 to 1 and 12 to 1, the unit number is shown
- on the unit & in map of 12 to 1, the unit types (INF,ARM,AIR,MRN)
- are also shown.
-
- There are 2 types of specialized infantry units:
- Marine-can land on beach squares ( any open-land square adjacent to an
- ocean square).
- Air Cavalry-can fly to and land on any open-land square.
-
- Page 1
-
-
- Movement:
- At the start of each turn each unit is given a movement count (mc).
- INF,AIR,MRN units get 24 mc. ARM units get 36 mc.
- As the unit is moved the mc is decreased depending on the terrain.
-
- travel on roads, cities & bridges costs 1 mc.
- travel on land costs 3 mc.
- travel in mountains costs 4 mc.
- crossing rivers (not on bridges) costs 3 mc.
-
- Some movement is prohibited:
- armor units in mountains
- in a square occupied by another unit
- when mc=0 or not enough mc's to cross certain terrain
-
- Don't worry too much about all the rules, the computer will let you know
- if you try to break any of them!
-
- All actions in this game are controlled by the movement of the mouse and
- the 2 mouse buttons. The ONLY time the keyboard is used is to enter the
- file name of a saved game.
-
- LETS PLAY!
-
- Start the game by loading the game diskette and typing kwar at the
- DOS prompt. The message "PLEASE WAIT-LOADING DATA FILES" will appear for
- a moment followed by the game map and a sign-on message.
-
- SIGN-ON MESSAGE:
- Gives the name of the game, version number, instructions for
- ordering a registered copy and 2 buttons. The 'PRINT ORDER' button
- is used to print an order form on your printer. If you have no printer
- or it is off or off-line, a 'CHECK PRINTER !' message will be displayed
- when you push the button. The 'OK' button is used to erase the sign-on
- messages. To push a button, move the mouse arrow over the button and
- push the left mouse button.
-
- SELECT GAME WINDOW:
-
- If there are any saved games on the disk, a black window will be shown over
- part of the map. This window allows you to select a new game or a saved game
- (all saved games have a .SAV extension ie: EXAMPLE.SAV).
- If there are NO saved games this window will not appear and you will start
- a new game. To select between new game and saved games move the mouse up
- or down, the highlight window will move as you move the mouse. When the
- desired selection is highlighted, push LEFT or RIGHT mouse button.
-
- For now select NEW GAME.
-
- You are now ready to start the game!
-
- Page 2
-
-
- STARTING TO PLAY:
-
- Look at the screen. You have the game map with the units (RED & BLUE) in
- their bivouac ares, a mouse arrow somewhere in the middle of the map,
- 7 rectangle "buttons" on the left side and a grid location displayed in
- the top right corner.
-
- A Note on the buttons:
- Buttons colored light gray are inactive, buttons lit up in another color
- are active.
-
- Move the MOUSE:
-
- The arrow will move around the map and the grid location will change.
- The sign-on messages will disappear when the mouse is moved.
-
- The MAP button:
-
- The light green button on the left is the MAP button. This allows you
- to zoom a part of the map to 2,4,8 or 12 times its size. At the start of the
- game the button reads "MAP 1 TO 1".
-
- Using the MAP button:
-
- Move the mouse arrow over the MAP button and push the LEFT mouse button.
- You hear a beep, the button flashes and now reads "MAP 2 TO 1" but the map
- didn't change. HOW COME?? That brings us to...
-
- Zooming the map:
-
- With the MAP button reading "2 to 1" move the arrow to anywhere on the map.
- Push the LEFT mouse button. A white outline will appear on the map about
- half the size of the map as long as the button is held down.
- This shows the area of the map you will zoom to when you push the RIGHT
- mouse button.Now release the LEFT button and push the RIGHT mouse button.
- The area of the map shown will be the area that was inside the outline.
- Now move the arrow back to the MAP button and push the LEFT mouse
- button. The button flashes and reads "4 to 1". Move the arrow to anywhere
- on the map and push the RIGHT mouse button. The map doubles again.
- Try this for the "8 to 1" and "12 to 1" map zooms.
- You can move around the map in the 2,4,8 & 12 to 1 modes by moving the arrow
- to the square you desire to and pushing the RIGHT mouse button. That square
- will now be in the center of the screen. But what about getting back to the
- big picture? Just point on the MAP button again and push (& release) the
- LEFT mouse button until the MAP button reads "1 to 1". Now push the RIGHT
- mouse button. The whole map appears. As long as the whole map is shown,
- you can change the zoom on the MAP button (2 to 1, 4 to 1, 8 to 1, 12 to 1),
- move the mouse arrow to anywhere on the map, and use the LEFT mouse button
- to outline the area of the map that will be shown when you push the RIGHT
- mouse button.
-
- Get familiar with zooming the map then we'll learn....
-
- Page 3
-
-
- MOVING A UNIT: [picking up, moving & dropping]
-
- NOTE: You can not pick up and move units when full map is shown (1 to 1).
- Put the arrow on a BLUE unit and push the LEFT mouse button. You hear a beep
- and the unit name and "MOVES LEFT=" appear in the bottom right. You have just
- "picked that unit up". Now move the mouse. The unit follows the arrow. You
- will notice that the unit does not move until the arrow is near the center
- of the next square. this is to make it easier to move the unit without
- mistakenly moving to the wrong square. If you try to make an illegal move
- (such as moving a unit on top of another), you will hear a buzz and a red on
- yellow error message will appear in the bottom left of the screen. Notice that
- the "MOVES LEFT" number will decrease as you move. When you are out of moves
- and try to move the unit, the error message will say "INSUFFICIENT MOVES
- LEFT". OK you say, I've got this unit stuck to my arrow and I'm out of moves.
- Now what do I do?...Easy! Just push the LEFT mouse button again. You will
- hear 2 beeps and the unit name and MOVES LEFT will disappear from the bottom
- right. You have now "dropped the unit" and are free to move the arrow to
- another unit and continue moving units.
-
- OOPS!! What if I moved the unit to the wrong square or changed my mind ?
- That brings us to......
-
- The CANCEL button:
-
- If you mistakenly move the unit to the wrong square, "drop" the unit and
- move the arrow over the CANCEL MOVE button. Push the LEFT mouse button.
- You will hear a beep, the button will flash, and the arrow will move over
- the unit you dropped. Notice that the unit is located where it was before
- you made the move. The units mc (movement count) was also restored to
- its previous value. That brings us to another button on the screen....
-
- The MOVES DONE button:
-
- Move the arrow over the MOVES DONE button and push the LEFT mouse button.
- You will hear a beep and the button color will change from blue to red (to
- be technical, from light cyan to light magenta).
- Now it is RED's turn to move . You (or your opponent) can move all the red
- units. You can end the turn at any time, you do not have to move all your
- units. You can move as many or as few as you like. At each new turn, the
- units are restored with their full movement counts (mc's).
- Push the MOVES DONE button again and it turns blue (Its now BLUE's turn
- again). There is one more type of movement we have not covered, that is...
-
-
-
- AIR & SEA MOVEMENT:
-
- All units except AIR can be moved by sea from one friendly port to
- another friendly port. This can be done only if the unit is in a friendly
- port at the start of a turn. A friendly port is defined as a city square
- adjacent to an ocean square in a city controlled by your army. This type of
- movement does not deduct any mc's (movement counts) from the unit.
-
- Page 4
-
-
- AIR units can move by air from any land square to any land square not in
- an enemy's zone of control (ie: not adjacent to an enemy unit).
- No mc's are deducted.
-
- MRN (marine) units can move from any friendly port to another friendly port
- or to any beach square (a land square adjacent to an ocean square).
- Unlike other units MRN units can land on a beach square adjacent to an enemy
- unit ( as long as they attack that unit at the end of the turn).
-
- NOTE: Air and sea movement can only be done once per unit per turn.
- and may not have made any other moves that turn.
-
- HOW TO DO AIR/SEA MOVEMENT:
-
- SEA: Pick up a unit with the LEFT mouse button (remember: unit must be in
- a friendly port city square at the start of turn). Now push the RIGHT mouse
- button. A message will appear at the bottom left "SEA TRANSFER-MOVE POINTER
- TO DESTINATION AND DROP UNIT". Note: if the unit was not in a port square
- or did not have its full mc, ie: it had been moved in this turn, a red on
- yellow error message will appear in the bottom left.
- Using the mouse, move the arrow to another friendly port square. The unit
- will follow the arrow (sometimes it lags behind but it will always catch up).
- Using the LEFT mouse button drop the unit in the new port square. Note:
- You may notice when you are dragging the unit over other units they will
- disappear. Don't worry, they will be replaced when you drop the unit.
- If you try to drop the unit anywhere but a friendly port, you will hear
- a buzz and an error message at the bottom left will remind you of the rule.
- Remember MRN units can also land on beaches.
-
- AIR: Just like sea movement except you pick up an AIR CAV unit in a land
- square at the start of a turn and move it to any open land square not
- adjacent to an enemy unit. Like sea movement, air movement costs no mc's.
-
-
- FRIENDLY & UNFRIENDLY CITIES:
-
- To find the status of a city, move the mouse arrow over an open city square
- ie: no units underneath it, and push and hold the LEFT mouse button. A
- message will appear at the bottom right telling you the name of the city.
- The background color of the message will tell you the status of the city:
- light cyan-BLUE control
- light magenta-RED control
- half light cyan & half light magenta-CONTESTED
- The message will disappear when you let up on the LEFT mouse button.
-
- HOW TO CONTROL A CITY:
- At the start of the game all the cities in South Korea are under BLUE
- control and all the cities in North Korea are under RED control. To gain
- control of an enemy held city, enter or pass through that city (if no enemy
- units are also in the city). You do not have to remain in the city, it is
- in your control until an enemy unit enters or passes through the city( if
- you have no units in that city). A city with both BLUE and RED units
- in it is considered CONTESTED.
-
- Page 5
-
-
- ATTACKS AND BATTLES:
-
- When you move any unit adjacent to an enemy unit (not across a river),
- an alarm will sound, a yellow arrow (or arrows) will appear on the
- attacking unit pointing to the unit (or units) under attack, and the MC of
- the attacking unit will be reduced to zero. This is how you attack enemy
- units. Once you move a unit into an enemy's 'zone of control' you can not
- move that unit any more. However you can still cancel the move and the
- attack after dropping the unit by using the cancel button ( see above ).
-
- You have the option to attack or not attack an enemy unit on the other side
- of a river and you may move past any enemy unit as long as a river divides
- you. If you drop a unit with an enemy unit next to you across a river, the
- alarm will sound and a green arrow will appear on your unit pointing
- to the enemy unit. This message will be in the bottom left of the screen:
- 'TO ATTACK PUSH LEFT BUTTON FOR NO ATTACK PUSH RIGHT BUTTON'.
- If you wish to attack that unit push the LEFT mouse button, the arrow will
- change red and the MC will be reduced to zero. If you don't wish to attack,
- push the RIGHT mouse button, the arrow will disappear and the MC will remain
- unchanged. If you make a mistake, use the cancel button.
-
-
- On multi-unit battles the attacker has the option of dividing combat any
- way he wishes as long as the following rules are observed:
-
- 1. If an attacking unit is adjacent to one defender, it must attack that
- defender.
- 2. If an attacker is adjacent to two or more defenders, it must attack those
- defenders that are not also adjacent to other attacking units.
- 3. The attacker has the option to attack defenders that are also adjacent to
- other attacking units, but an attacker must attack at least one of the
- defenders it is adjacent to.
- 4. No defender can be attacked more than once in the same turn and no
- attacker can attack more than once in the same turn.
-
- These rules may sound confusing, but the computer will keep track of them
- for you.
-
- ATTACK OPTIONS:
-
- After you have moved all the units you want and attacked all the enemy
- units you want, push the MOVES DONE button. If there are multi-unit battles
- requiring you to decide how to divide combat, the map will zoom 8 to 1
- to that battle, the attacker will have a yellow arrow pointing to a
- defender shown in reverse video, this message will be in the bottom left of
- the screen 'TO ATTACK PUSH LEFT BUTTON FOR NO ATTACK PUSH RIGHT BUTTON',
- & a message 'ATTACK OPTIONS LEFT ='will be in the top left of the screen.
- If you wish to attack that unit, push the LEFT mouse button. If not push the
- RIGHT one. This will continue until all attack options have been decided.
-
- Page 6
-
-
- FIGHTING BATTLES:
-
- After all options have been selected or after the MOVES DONE button is
- pushed and units have attacked but no options need be selected then we go
- into the battle phase of the game. The map will zoom 8 to 1 to a battle,
- attackers & defenders will be shown in reverse video with red arrows
- showing the direction of attack. A message at the top left will show, the
- total number of battles to be fought, the battle selected, and the odds of
- that battle.
-
- A note about odds:
-
- Each unit has a combat factor as well as a movement count. INF, AIR & MRN
- units have a combat factor of 1 & ARM units have a combat factor of 2.
- Defenders across a river from attackers have their combat factors doubled
- (but only if no other units are attacking them from the defenders side of
- the river). The computer calculates the odds by adding up the total attacker
- and defender combat factors, dividing and giving the fractional remainder to
- the defender. ie: 3.5 to 1 = 3 to 1, 1 to 3.5 = 1 to 4 etc.
-
- How the computer resolves a battle:
-
- There are 5 possible results to a battle, they are:
-
- Attacker eliminated - all attacking units are removed from the game
- Defender eliminated - all defending units are removed from the game
- Attacker back 2 - all attackers must retreat 2 squares
- Defender back 2 - all defenders must retreat 2 squares
- Exchange - all defenders are removed from the game, all attackers equal
- to the total combat factors of the defenders are removed from
- the game
-
- The computer gets a random number from 1 to 6 (ie: rolls a die.) This
- number and the odds of the battle determine the result of the battle.
-
- The combat result table:
-
- odds| 1-6 | 1-5 | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1
- |------------------------------------------------------------------
- 1|Aelim|Aelim|A b 2|A b 2|D b 2|Delim|Delim|Delim|Delim|Delim|Delim
- d 2|Aelim|Aelim|Aelim|A b 2| exch| exch| exch| exch| exch|D b 2|D b 2
- i 3|A b 2|A b 2|A b 2|A b 2|A b 2|D b 2|D b 2|D b 2|Delim|Delim|Delim
- e 4|Aelim|A b 2|A b 2|A b 2|A b 2|A b 2|A b 2|D b 2|D b 2|D b 2|Delim
- 5|Aelim|Aelim|Aelim|Aelim|Aelim|Aelim| exch| exch|D b 2|Delim|Delim
- 6|Aelim|Aelim|Aelim|Aelim|Aelim|Aelim|Aelim|Delim|Delim|Delim|Delim
-
- Odds greater than 1 to 6 - A eliminated. Odds greater than 6-1 - D eliminated
-
- Page 7
-
-
- SELECT BATTLE button (green):
-
- You can select the battle you wish to fight first, just push the SELECT
- BATTLE button until you have the battle you desire.
-
- START COMBAT button (red):
-
- When you wish to fight a battle push the START COMBAT button. The sight and
- sound of the battle will flash on the screen for a few seconds, then the
- result of the battle will be displayed in a yellow on red message at the
- bottom of the screen.
-
- COMBAT RESULTS:
-
- If the result of the battle is Defender or Attacker eliminated, those units
- will disappear from the map, if there are more battles to be fought the
- SELECT BATTLE button will be green , if not, the TURN DONE button will be
- light cyan or light magenta (depending on who's turn it is).
-
- If the result of the battle is Defender or Attacker back 2 spaces, you must
- pick up those units and move them 2 squares in any direction.(NOTE: if you
- are not able to move the unit 2 squares back, the unit will be removed from
- the map when you drop it. So be sure not to drop the unit until you have
- moved the 2 squares [if you can!].)
- The combat result message will be re-displayed until all units to be moved
- in the battle are moved, then the SELECT BATTLE button or the TURN DONE
- button will light up accordingly.
-
- If the result of the battle is exchange and the attacker combat factors are
- equal or less then defender factors, all units in the battle are removed
- from the map, if the attackers combat factors are greater then the defender
- you will be asked to pick attacking units to eliminate until the FACTORS
- LEFT message at the top of the screen equals zero. NOTE: If FACTORS LEFT =1
- and the only attacking unit left is an ARMOR unit with a combat factor of 2,
- you have no choice but to eliminate it.
-
- After all battles have been resolved, push the TURN DONE button.
-
- The game continues until one country's units are eliminated or it's cities
- captured for one turn.
-
- EXITING AND SAVING THE GAME:
-
- You will notice at the start of each turn, the EXIT GAME button lights up
- brown. When you press this button the exit game windows will appear in the
- middle of the map.
-
- The larger window has 6 options which you can highlight by moving the mouse
- up and down.
- The small window has the name of the current .SAV file (saved game file).
- If there are no saved games, '--NO .SAV FILES--' will be displayed.
-
- Page 8
-
-
- A description of the 6 options:
-
- RETURN TO GAME - Does as it says, returns you right back to the game.
-
- QUIT GAME - Exits the game with out saving. - sends you back to DOS.
-
- MAKE NEW .SAV FILE - A cursor will appear in the current file window.
- use the keyboard to enter an 8 character or less
- file name (don't enter the dot extension ,it's always
- .SAV and entered automatically). push return (CR) when
- done. The game will be saved in the new file and you
- will exit to DOS.
- Notes: Use the backspace key for corrections.
- A return with a blank file name will cancel the
- command.
-
- SAVE CURRENT FILE - The game will be saved in the file shown in the current
- file window. If no file is shown, you will hear a buzz
- and the command will be ignored.
-
- DELETE .SAV FILE - The file shown in the current file window will be deleted
- from the disk. If no file is shown, you will hear a buzz
- and the command will be ignored. If there are other .SAV
- files on the disk, the next one will be displayed in the
- current file window. If no other .SAV files are present,
- '--NO .SAV FILES--' will be displayed.
-
- SELECT .SAV FILE - If more than one .SAV file exists the next one will be
- shown in the current file window. After the last one is
- shown the first one will be redisplayed. If one or no
- files exist you will hear a buzz and the command will be
- ignored.
-
-
- WINNING THE GAME:
-
- If you capture all the enemy's units or all his cities for one turn,
- bells will sound and a large message will appear at the bottom of the
- screen declaring VICTORY!! Then pushing any mouse button will exit to DOS.
-
-
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- Page 9
-
-
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-
-
-
- -------------- IMPORTANT NOTICE ----------------
-
-
- WAR IN KOREA is a copyrighted shareware program. You have 30 days to
- evaluate it. After 30 days you must register it in order to use it.
- To register send Check or Money Order for $22.00 (includes shipping) to:
-
- John Daigle
- 10680 West Rd.
- Redwood Valley, Ca. 95470
-
- You can print out an order form using the 'Print Order' button
- on the sign-on message or print the file 'ORDERFOR.DOC'.
-
- Be sure to specify 3 1/2 or 5 1/4 disks.
-
- Registered users will receive a copy of the game with all the latest
- updates, an information phone number and major discounts on all programs
- from Cricket Software.
-
- If you are a distributor or vendor of shareware be sure to read the
- 'VENDOR.DOC' file.
-
-