
  * BUILDS *

  When settlers move into an area, they usually have the option 
  to build. This means, they can improve the area to benefit the 
  player.

  In open terrain, settlers can build three things, settlements, 
  keeps and mills. In already populated areas, they can only add 
  to the population.

  Settlements are new cities, ripe to produce new troops or study 
  sciences. Settlements will grow over time, increasing their 
  resources. Mills and water will increase the population of a 
  settlement per turn. Some settlements will become large enough 
  that they will sprawl over into surrounding area, making 
  "suburban" areas. Cities are very important in the game. If a 
  player no longer possesses any cities or units, he is out of 
  the game.

  Mills will add to the production and population of neighbouring 
  towns. They are useful in areas where production and city 
  growth seems slow. Mills do not, however, increase in 
  population, nor do they keep any resources of their own.

  Keeps directly contribute to a player's majyk pool. How much 
  the keep contributes is determined by his Majykal science. 
  Dabblers get five MP per keep, while Lord Majes get twenty MP 
  per. Keeps, like mills, do not increase in population or in 
  resources.

  * ATTACKING *

  An attack is made when one unit moves into a space occupied by 
  the enemy. Cubes are rolled to determine the victory of the 
  attack.

  The attacker will his ATK rating, which determines how many 
  cubes he may roll for his attack. This roll must be greater 
  than the defender's roll for the attack to be successful.

  The defender uses his DEF rating which also determines how many 
  cubes he may roll for his attack. This roll must be equal to or 
  greater than the attack for a successful defense. Defender wins 
  all ties.

  Whichever army rolls highest survives and holds the space. 
  Lastly, attacking a unit exhausts all of the attacker's moves.

  Example Attack:
  Red's Drake has moved into a square occupied by Blue's 
  Wolfrider. This is an attack and is handled as follows:

  RED DRAKE - ATK 2d6
  The Red Drake rolls a two and a three, getting a five total for 
  his two cubes.

  BLUE WOLFRIDER - DEF 1d6
  The Blue Wolfrider only rolls one die, getting a six.  Since 
  the wolfrider rolled higher than the drake, the wolfrider wins 
  and the drake dies.

  * RANGED ATTACK *

  Ranged attacks are similar to normal attacks, only the attacker 
  can attack an enemy unit a few squares away. To accomplish 
  this, the attacker, when asked to move, selects the ranged 
  attack option from the menu.

  The computer will then ask the attacker for a target square. 
  The attacker then selects his target by moving the highlighter 
  and then accepting the space.

  A ranged attack is only worth a 1d6 ATK rating, regardless of
  the unit attacking, and counts as one MOV.
