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MEDIEVAL WAR DOOR v1.0 INSTRUCTIONS
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INTRODUCTION
=============
Medieval War Door is a war/strategy game set in medieval times. The object of
the game is to destroy or capture your opponents' pieces and cities until all
of your opponents surrender or are eliminated from the game. The last player
remaining in the game is the winner and receives leader points depending on
the magnitude of victory.

Medieval War Door is played on a map of up to 100 x 100 squares. The map is
made up of cities and three types of terrain (land, sea, and mountain). There
are also eight different types of pieces that can be built (infantry, 
pikemen, cavalry, archery, catapult, horse, light galleon, and heavy 
galleon). Players can control what each of their cities are building and can 
keep track of total cities, total pieces, and victory points. In addition, 
messages to other players may be sent and received.

STARTING THE GAME
==================
When you begin the Medieval War Door program, the "Game status" box will show
which games are in progress, which games await players, and which games you
are involved in. At this point you may take your turn in a game that you are
already involved in, join a game that awaits more players, or begin an
entirely new game. You may also remove yourself from any game awaiting
players that you have previously signed up for. A game will begin when the
proper number of players have signed up.

Use the "Select game" command to take your turn in a game that is already
under way or join a game awaiting players. The "Select game" command (press 
'S') may also be used to extricate yourself from a game that is awaiting
players. Use the "New game" command (press 'N') to create a new game.

CREATING A NEW GAME
=====================
Before a game may be played, a new game must be created and the correct
number of players must sign up.  To create a game, use the "New game" command
and determine the values of the setup options. These setup options are:

  Map width (20-100) is the horizontal dimension of the game map in squares.

  Map height (20-100) is the vertical dimension of the game map in squares.

  Land density (40 - 80) is the percentage of the map covered by land (or
  mountain) squares.

  Players (2-6) is the number of players involved in the game.

  Starting pieces (0-15) is the number of pieces each player receives at the
  start of the game.

  Wrap around map is an option that enables pieces to move from one edge of
  the map to the opposite edge in one move.

  Command castles is an option that forces each player to have a command
  castle, which if captured, eliminates the owning player from the game.

When a game has been created, it is listed in the "Games awaiting players"
section. The new game will then require the correct number of players to sign
up to begin. Once that has happened, the game will officially begin when one 
of the participating players selects the game.

PLAYING THE GAME
=================
Each turn each player may perform a variety of actions such as capturing
cities, exploring the map, and attacking enemy pieces.

I. CITIES

A city is captured by moving an infantry or cavalry piece onto an unoccupied
empty or enemy city. The capturing piece disappears, becoming a garrison 
force. The city menu (City list) will then be invoked, displaying the city's
statistics. If the city was empty (white) when it was captured, a name must
be chosen (pressing the enter key by itself will force the computer to choose
a name). The city menu will show the city's name, its X,Y coordinate on the
map, the type of piece that is being built, the number of turns left before
that piece is built, the fortification level, the city's specialty piece, and
the total number of cities owned by that player.

  City list

  Name:
   Turnside
  X,Y: 17,8
  Type: INF
  Turns: 2
  Fort: 0
  Specialty: HGL
  Total = 2
  
  Next
  Prev
  Done

Cities are one of the keys to winning the game. They build the pieces
necessary for destroying enemy pieces and capturing enemy cities. Each turn,
the number of turns left to build a piece in every city is reduced by one.
When the number of turns left is down to zero, a new piece is produced by
that city (and the turns to build the next piece is reset). To change the
type of piece being built in a city, from the city menu type 'T' then one of
the following: 'I' for infantry, 'P' for pikemen, 'C' for Cavalry, 'A' for
archery, 'T' for catapult, 'H' for horse, 'L' for light galleon, 'G' for 
heavy galleon, and 'F' for fortification. If a piece is changed, any turns 
that went into building the original piece are lost. Also, if the piece 
selected is the specialty piece of that city, the number of turns that the 
piece will take to build is reduced by a third.

To look at other friendly cities press the 'N' or 'P' keys and they will be
promptly displayed.

II. MOVEMENT

Each piece of the current player is eligible to move every turn and gets a
specific number of movement points according to its type. Mountain squares
have a movement cost of three, all other types of terrain have a movement
cost of one. When a piece's movement points are exhausted, the piece ends its
turn.

There are some limitations and special circumstances depending on the type of
piece moving. If  an infantry or cavalry piece moves into a square containing
an empty city (white) or a city owned by another player that is currently
unoccupied, the city is captured and the capturing piece disappears, becoming
a garrison force. If any piece (except horses and light galleons) moves onto 
a square containing an enemy pieces, a battle ensues. This battle may result 
in nothing, the attacking piece being damaged or destroyed, or the defending
piece being damaged or destroyed. Sea pieces (light and heavy galleons) may
only move on to sea squares, coastal squares, or friendly cities. Land pieces
(all others) may move on to any type of square except sea squares.

The current piece eligible to move is shown with the double letter symbol of
its type on a black background. That piece can be moved in the desired
direction by pressing the corresponding cursor (or numeric keypad) key.

  Home (7)    Up (8)      PgUp (9)
  Left (4)                Right (6)
  End (1)     Down (2)    PgDn (3)

III. COMBAT

Each turn every piece (except horses and light galleons) is eligible to 
attack. Each piece gets a certain amount of attacks per turn and may attack 
up to that many times.

Combat is performed in one of two fashions. The first, by moving onto an
enemy piece. The second consists of using the "Attack" command (press 'A').
When the "Attack" command is invoked, a target square will be shown (two
small 'x's on a black background). This target may be moved around using the
cursor keys. When the target is on the square to be attacked, press either
the 'A' or the Enter key. If the square is in range and there is a legitimate
target an attack will be carried out. If the attacker is more than one square
away from the defender, it may not be damaged or destroyed in that particular
battle.

  Attack

  X,Y: 16,12
  Range: 1

  Attack

  Done

The determination of which piece is hit and how much damage is done is fairly
simple, but there are a lot of factors involved. First the attacker's and
defender's basic strengths must be calculated. Then any modifiers must be
applied. Next a random number determines who is hit. Finally damage must be
determined, then applied. If the damage done is greater than or equal to the
total hit-points, the piece is destroyed. A piece's total hit-points is equal
to its original attack + defense.

  Basic Attack Strength (BAS) = Attack strength (including damage)
      + Experience / 2 (rounded down)
      + Number of squares occupied by friendly pieces surrounding the 
	defender (not including attacker's square)
      + 8 if a pikemen piece is attacking a cavalry piece
      + 10 if a cavalry piece is attacking an archery piece

  Basic Defense Strength (BDS) = Defense strength (including damage)
      + Experience / 2 (rounded down)
      + Fortification level if defender is in a friendly city
      + 2 if defender is on a mountain square
      + 8 if a cavalry piece is attacking a pikemen piece
    
  To Hit Roll (THR) = BAS / (BAS + BDS) * 100 - 5 - random number between 
    0 and 99
      If THR >= 5 then the defender is hit
      If THR < 0 and the range < 2 then the attacker is hit
      If THR >= 0 and THR < 5 then neither piece is hit

  The Damage Roll (TDR) = random number between 0 and 99
      If TDR < 10 then the piece is destroyed
      If TDR >= 10 and TDR < 60 then the piece takes 2-6 points of damage
      If TDR  >= 60 then the piece takes 1-2 points of damage

If a horse or light galleon transporting pieces is destroyed, then all of the
transported pieces are destroyed as well.

IV. TRANSPORTS

The horse and the light galleon are the only pieces that may transport other 
pieces. Any land piece may board a transport (except horses may not carry 
cavalry or other horses). To board a transport, move an eligible piece onto 
the square containing the transport and answer yes to "Board?". Another 
method is by using the "Board/disembark" command (press 'B') if the piece is 
already in the same square as the transport. When pieces are being 
transported, they move as the transport moves (without any movement cost), 
even over water.

To disembark from a transport, simply move off the transport or use the
"Board/disembark" command (press 'B' and answer yes to "Disembark?").

V. SWITCHING PIECES

There are a few different ways to switch to another friendly piece. Use the
"Next" command (press 'N') to switch to the next friendly piece without
ending the current piece's turn. Use the "Skip" command (press 'S') to switch
to the next friendly piece and end the current piece's turn. Use the "Guard"
command (press 'G') to place the current piece into the guard mode. The guard
mode may only be canceled by using the "Unautomate" command (press 'U'). The
"Unautomate" command causes every friendly piece that is currently in guard 
mode to cease guarding.

THE PIECES
==========
There are seven different types of pieces in Medieval War Door. Each type of
piece has its own strengths and weaknesses. The pieces are as follows:

  Type          Symbols   Turns Atk   Def   Mov   Atks  Rng  Notes
  ----------------------------------------------------------------
  Infantry      (II/INF)   4     1     2     3     2     1    City
  Pikemen       (PP/PIK)   4     1     3     1     1     1
  Cavalry       (CC/CAV)   6     4     2     6     2     1    City
  Archery       (AA/ARC)   6     3     1     2     2     2
  Catapult      (TT/CAT)   8     6     1     1     2     3
  Horse         (HH/HRS)   2     0     1     6     0     0    Transport
  Light galleon (LL/LGL)   4     0     1     4     0     0    Transport
  Heavy galleon (GG/HGL)   6     4     2     4     2     2

INFORMATION
============
There are a variety of other administration commands that show total pieces,
victory points, or send and receive messages.

I. TOTAL PIECES

The "Total pieces" command (press 'T') may be invoked from either the main
menu or move menu. It displays friendly piece totals for each type and the
grand total.

  Total pieces

  INF = 5
  PIK = 0
  CAV = 3
  ARC = 2
  CAT = 0
  HRS = 0
  LGL = 1
  HGL = 0
  TOT = 11

  Done

II. VICTORY POINTS

The "Victory points" command (press 'V') may be invoked from either the main
menu or move menu. It displays general game information and the victory 
points for each player (the names of players that have been eliminated will 
be grayed out).

  Victory points

  Map=50,50
  Wrap=Yes
  Command=No
  
  PLAYER1=256
  PLAYER2=302
  PLAYER3=124




  Done

Points are awarded or deducted for a variety of reasons. 50 points are
awarded for taking an empty or enemy city and 50 points are deducted for
having a city captured from you. For building a combat piece, the piece's
total hit-points (original attack+defense) are awarded, 5 points are awarded 
for building a horse, and 10 points are awarded for building a light galleon. 
For destroying an enemy combat piece, its total hit-points are awarded (5 for
horses and 10 for light galleons), and deducted if one of your pieces is 
destroyed by the enemy.

III. MESSAGES

The "Messages" command (press 'E') may only be invoked from the main menu. It
will display the Messages menu:

  Messages

  Read new/read Old
  Send
  DElete

  1=PLAYER1
  2=PLAYER2
  3=PLAYER3




  Done

To read new (unread) messages, use the "Read new" (press 'R') menu command.
The message will be displayed on the bottom of the screen along with the
number of the player that sent it and the date it was sent. Read old (already
read) messages in the same manner, just use the "Read old" (press 'O') menu
command instead. To delete messages, use the "Delete" (press 'D') menu
command and answer 'yes' to each message that is to be deleted. To send a
message, use the "Send" (press 'S') menu command and enter the correct number
of the player to whom the message is to be sent and then enter the text of
the message.

WINNING THE GAME
==================
The game is over when all but one player has been eliminated. Players are eliminated in one of two ways. One way is if they surrender, in which all of their pieces will be destroyed and all of their cities will be emptied. The other way is if all of their cities are captured and all of their city-capturing pieces (infantry and cavalry) have been destroyed. The last player left in the game will receive leader points depending on the margin of victory in the game:

  Victor has 2x the VPs of any other player  .  .  .  4 leader points
  Victor has more VPs than any other player  .  .  .  2 leader points
  Victor wins game   .  .  .  .  .  .  .  .  .  .  .  1 leader points

The "Leader board" displays the top fifteen players in total leader points.
