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-
- ZZZZZZZ JJJJ ZZZZZZZ RRRRRR IIII SSSSSS KKK KK
- Z ZZ JJ Z ZZ RR RR II SS S KK KK
- ZZ JJ ZZ RR RR II SS KK KK
- ZZ JJ ZZ RRRRR II SSSSS KKKK
- ZZ J JJ ZZ RR RR II SS KK KK
- ZZ Z JJ JJ ZZ Z RR RR II S SS KK KK
- ZZZZZZZ JJJ ZZZZZZZ RRR RR IIII SSSSSS KKK KK
-
- Version 1.1
- ============================================================================
-
- Authored by Norman S. Zawisza
-
-
- ZJZ RISK is a classic game of military strategy. It's general versus
- general; fierce attacks against valiant defense; bold strikes and
- cunning traps.
-
- Risk is a registered trademark of Parker Brothers, Inc., and as such
- is protected by law. This game is not intended to enhance, replace or to
- detract in any way, from Parker Brothers original board game.
-
- This game is distributed under the shareware concept. The concept is
- that you forego all the fancy packaging and still receive high quality
- software, which you do not pay for unless you use! You are encouraged
- to give this software to your friends, other bulletin boards, user
- groups, etc. You are NOT allowed to modify the program in any way. The
- author retains all other rights to the program. If you enjoy the game,
- please send a $15.00 donation to:
-
- Norman S. Zawisza
- 167 North Main Street
- Perry, NY 14530
-
- Along with your contribution, please tell me where you received your
- copy and any comments/criticisms you might have. In supporting Public
- Domain programs, we encourage authors everywhere to place more programs
- into the Public Domain and to strike a blow against overpriced software!
-
- The complete Turbo C 2.0 source code for the game can be purchased
- for a $35.00 contribution which includes:
- 1. A hardcopy of all the listings, fully commented
- and documented, along with the program flowcharts;
- 2. A 5.25" floppy disk containing the source code files
- and the necessary makefiles.
-
-
- SYSTEM REQUIREMENTS
- -------------------
- The game has been designed to run on IBM and 100% compatible computer
- systems with 640K system memory and an EGA/VGA graphics card with least 256K
- of graphics memory. While the game can be run from a floppy drive, it is
- STRONGLY suggested that the game be placed on a hard drive and played
- from there. While this version of the game has been compiled to run on
- XT class computers and up, an AT class version, (which is faster and has
- a smaller executable size), can be obtained at NO CHARGE to registered
- users by writing to the above address.
-
-
- THINGS TO ALWAYS REMEMBER
- -------------------------
- The object of the game is to eliminate your opponents by occupying
- every country on the board. The first player to do so wins the game and
- also conquers the world.
-
- The F1 key is ALWAYS the HELP key. If at some point in the game
- you don't know what to do, chances are, by pressing F1, you will receive
- any needed information.
-
- The F2 key is the Continent Information key. At the command prompt
- ("ENTER A COMMAND:"), the F2 key will show the player how many extra
- armies the player will receive if he/she owns the entire continent, and
- also which countries make up which continents.
-
- The commands are entered by using the FIRST LETTER ONLY of the
- desired command. See the COMMAND section for more details.
-
- When a player needs to select a country for any reason, the following
- will always be true:
- The selection process ALWAYS begins on N. Africa. Other countries
- can be reached by using the ARROW keys, (UP, DOWN, LEFT, RIGHT), to
- move the selection pattern to the desired country.
- The selection pattern will be either of three things;
- o When selecting an ATTACKING country, the selection pattern will
- fill the current country with 'a's;
- o When selecting a DEFENDING country, the selection pattern will
- fill the current country with 'd's;
- o When selecting a country for any other reason, (RE-ARRANGING
- armies, placing new armies, etc.), the selection pattern will
- fill the current country with a hatch pattern.
-
- The game board has certain sections devoted to certain tasks, or are
- always used to convey information to the player, (as the following diagram
- shows):
-
- ---------------------------------------------------
- | | |
- | | |
- | AREA A | AREA |
- | | C |
- | | |
- | |-----------|
- | --------------------------| AREA |
- | | AREA B | D |
- ---------------------------------------------------
-
- AREA A: This portion of the screen is the game board.
- AREA B: This portion of the screen is used for
- all game messages and player input.
- AREA C: This portion is used to display statistics
- about the current player (whose turn it is).
- AREA D: This portion of the screen displays various
- types of information; specifically information
- about the current attack, current troop
- movements, country statistics during the
- selection process, dice rolls, etc.
-
-
- INITIAL SETUP
- -------------
- When you first begin the game you can either retrieve a previously
- saved game, or you can start a new game.
-
- NEW GAME: To begin a new game, when you answer 'N' to retrieving a new
- game, the player screen appears and you are prompted to enter the
- number of players. There can be from two to six players. Any other
- response is ignored. Once the number of players is entered, you are
- prompted to enter each player's color. As colors are chosen, they are
- removed from the available list. After each player has been assigned
- a color, the initial country placements can be assigned by the game
- or by having each player pick their own countries. If the game does
- the selection, one army will be placed upon each country until the
- entire game board is filled. If the players choose to pick the
- initial countries, each player, in turn, places one army onto
- any unoccupied country until all 42 countries have been claimed.
- Regardless of which method is used to place the initial armies, once
- each country has one army on it, each player, in turn, places one
- army on any country that he or she already occupies. This continues
- until each player has placed all of his armies. These remaining armies
- for each player are placed (as outlined in THINGS TO ALWAYS REMEMBER
- above) by using the arrow keys to move the highlighted country
- around the board and pressing the ENTER key when you have reached
- the desired country. Area C of the game board (see above), will
- display all the necessary information needed to do this initial
- setup.
-
- RETRIEVED PREVIOUSLY SAVED GAME: To retrieve a previously saved game,
- you answer 'Y' to the 'Retrieve a new game' prompt. If there are
- any games saved, a list of the saved games will appear on the
- screen and the game will prompt you to type in the name of the game
- you want to use. If there are no games saved, the game will print a
- message to that fact. When you are entering the name of the game
- you wish to retrieve, the game won't respond until the RETURN (or
- ENTER) key is pressed. If the name was entered wrong, the game
- will print an appropriate message and asks you if you want to try to
- enter the saved game's name again. By answering 'Y' or 'N' to the
- prompt, the player can try again, or can go on to start a new game.
-
-
- PLAYING THE GAME
- ----------------
- Depending upon the number of players selected, the initial number
- of starting armies varies as follows:
- o 2 players - each player gets 50 armies
- o 3 players - each player gets 35 armies
- o 4 players - each player gets 30 armies
- o 5 players - each player gets 25 armies
- o 6 players - each player gets 20 armies
-
- The original Risk board game has a different approach when only two
- players are chosen, but let's just call this poetic license!!
-
- On your turn, you try to capture opposing countries by defeating
- the opposing armies. Each of your turns consists of three steps, in the
- following order:
- 1. Getting and placing new armies
- 2. Attacking (optional)
- 3. Fortifying your position (optional)
-
- GETTING AND PLACING NEW ARMIES: At the beginning of each turn,
- excluding your first turn, you receive additional armies. You
- must immediately place these armies onto any one or more of your
- countries. You receive armies according to the number of
- countries you occupy, and the number of continents you control.
-
- COUNTRIES: Simply count the number of countries you currently
- occupy, then divide the total by three, discarding any fraction.
- The answer is the number of armies you receive, (example:
- 11 countries = 3 armies, 14 countries = 4 armies, 17 countries
- = 5 armies). You always receive at least three new armies on
- a turn, even if you occupy fewer than nine countries.
-
- CONTINENTS: A player can also receive armies for each continent
- he controls (to control a continent, you must occupy all it's
- countries at the start of your turn). To find the exact number
- of armies you receive for each continent and which countries
- make up each continent, use the F2 key at the command prompt,
- ("ENTER A COMMAND:" prompt).
-
-
- COMMANDS
- --------
- The commands are entered by typing the first letter of the command
- ONLY. The entire command will be displayed when the player enters a
- command letter. The first letters of all the commands are unique, so
- illegal commands can be detected immediately.
-
- The ever-present command prompt, "ENTER A COMMAND:", asks for the
- players input, and the command will be spelled out completely after the
- prompt. By pressing the F1 key, a list of the valid commands will be
- shown.
-
- All the legal commands will be presented below, in alphabetical
- order.
-
- ATTACK - After placing your armies, you may attack if you wish. An
- attack is actually one or more battles which are fought with dice
- (in this case, pseudo-dice). The object of an attack is to
- capture a country by defeating all the opposing armies on it. To
- attack an opposing country, you must follow the following rules:
- o You may only attack a country that is ADJACENT to one of
- your own. Countries lying next to each other are adjacent.
- Countries connected by dashed lines are also adjacent. The
- game will not allow attacks on non-adjacent countries.
- o You must always have AT LEAST TWO ARMIES on the country you
- are attacking from.
- o You, the attacker, are allowed to roll one, two, or three
- dice, but you must have at least one more army on your
- country than the number of dice you roll. The more dice you
- roll, the greater your odds of winning. Also, the more dice
- you roll, the more armies you may lose.
- o The defender may roll either one or two dice. To roll two
- dice, he/she must have at least two armies on the country
- under attack. The more dice the defender rolls, the greater
- the odds of winning, (or losing).
-
- To start an attack, simply type the letter `A' at the "ENTER A
- COMMAND:" prompt. You are then asked to select the attacking
- country. As you move the highlighted country (see THINGS TO
- ALWAYS REMEMBER), AREA D of the game board will show the current
- country's information. When the attacking country is selected,
- the attack pattern stays on the selected country, and the player
- is asked to select the defending country. Again, AREA D of the
- game board will show the current country's information. Once the
- attacking and defending countries have been selected, AREA D of
- the game board will show information about the two countries
- selected for battle. The game then prompts the player to enter
- the number of armies to use in the attack and the number of
- armies to use to defend. Enter these numbers at the prompts, (the
- backspace key does work), and hit the RETURN (ENTER) key to tell
- the game that you have entered the number. Once the number of
- armies has been entered, the game will `roll' the dice, and the
- results will be shown in AREA D of the game board. AN ATTACK
- CAN BE ABORTED BY PRESSING THE `ESC' KEY DURING THE SELECTION
- PROCESS ONLY. IF BOTH THE ATTACKING AND DEFENDING COUNTRIES HAVE
- BEEN SELECTED, THE ATTACK CANNOT BE STOPPED.
-
- To decide a battle, compare the highest die that each player has
- rolled. If your die is higher, the defender loses one army from
- the country under attack. If the defender's die is higher, you
- lose one army from the attacking country. Then, if each player
- has rolled more than one die, repeat the above procedure for the
- next die. IN CASE OF A TIE, THE DEFENDER ALWAYS WINS! The game
- will announce the results of the battle.
-
- As soon as you defeat the last opposing army on a country, you
- capture that country and must occupy it immediately. To do so,
- move in at least as many armies as the number of dice you rolled
- in your last battle. But you must always leave at least one army
- behind. During the game, every country must be occupied by at
- least one army. The game will prompt for the number of armies
- you wish to move into the conquered country. AREA D will show
- the attacking country information to help decide how many armies
- to move.
-
- You may end your attack at any time. You may do so by typing the
- TURN DONE command or the RE-ARRANGE command, (see below).
-
- If you don't want to attack on your turn, you don't have to. If
- you wish, you may just fortify your position (TURN DONE or RE-
- ARRANGE).
-
-
- TURN DONE - This command can be used to end a player's turn. Simply
- type `D' at the 'ENTER A COMMAND:" prompt. The game then prompts
- to see if the player would like to re-arrange any of his/her
- armies. To do this, move as many of your armies as you like from
- one (and only one) of your countries into one (and only one) of
- your adjacent countries.
- o In moving your armies from one country to another, you must
- leave at least one army behind.
- o No matter what you've done on your turn, you may end it with
- fortifying your position. You are not required to win a
- battle or even try an attack.
-
- To select the countries you wish to move armies to and from, the
- game will ask the player to select the countries (see THINGS TO
- ALWAYS REMEMBER). When the TO country and the FROM country have
- been selected, AREA D will show the information about the chosen
- countries. The game then prompts the player to enter the number of
- armies to move (any number between 0 and 999). THE RE-ARRANGEMENT
- CAN BE ABORTED BY PRESSING THE `ESC' KEY DURING THE SELECTION
- PROCESS. IF BOTH THE TO COUNTRY AND THE FROM COUNTRY HAVE ALREADY
- BEEN SELECTED, THE COMMAND CANNOT BE STOPPED.
-
- When the re-arrangement is completed, the current player's turn
- is completed and the next player starts his/her turn.
-
-
- QUIT - By entering `Q', players can terminate game play. The game
- will prompt the player "..are you sure?" and a `Y' response will
- terminate the game, and an `N' response will allow the game to
- continue.
-
-
- RE-ARRANGE - This command is almost identical to the `TURN DONE'
- command except that it is invoked by entering `R' instead of `D'.
- The only difference is that the player is not asked if he would
- like to re-arrange any armies.
-
-
- SAVE - By entering `S' the players can save the current game to a
- disk file so that play can be continued at a later time. There
- are two possible ways of saving a game: to a new file or to an
- already existing game file.
- o To save a game to a new game file, the game automatically
- generates the game file's name by the following convention:
- RG (for Risk Game) + MMDDYY + a numbered extension which
- corresponds to the number of games saved on the current day.
- For example, if on November 18, 1989, the game to be saved
- is the second one saved on the day, the game file will have
- RG111889.002 as it's name.
- o To save a game to a previously existing game file, the
- gamefile directory and all the current game files will be
- displayed and the player will have the chance to enter the
- game file name he/she wishes to save the current game under.
- The reason for this is because, as games are saved, they are
- usually forgotten about, and they tend to pile up and eat,
- eat, eat up your free disk space.
-
- The player is prompted for the desired method of saving the game,
- and when the save is completed, game play is continued. This will
- allow the game to be saved in various stages. This also makes a
- case for wanting to overwrite previously saved games with the
- current game.
-
- All the games are saved in a subdirectory named RISKGAME. This
- subdirectory is created underneath the directory in which the
- game is installed. You do not have to create the directory
- yourself, the game will take care of this.
-
-
- WINNING
- -------
- The game is completed when one player owns all 42 countries on the
- board!!!
-