Risk v.9 by David Kyle _________________________________ / /| / / | /________________________________/ | | | | | N7Soft | | | Web Page: N7Soft.Sheddtech.com | / | Email: N7Soft@Sheddtech.com | / |________________________________|/ Note: This is a beta version, and may have bugs. Please email me if you find any. It is has all the features it will have though. ---Instalation--- Send RISK.8xg to the calculator. Run prgmARISK. ---Start up of program--- Initial menu: New Game: See if you can figure out what this does. I know, its very hard, but try. If you give up, then this is what it means: If you don't know what this means, you shouldn't be playing this game. Load Game: Loads a game that was properly exited and saved. -Information on saving: All of the neccesary data is placed in the polar equation variable r6. Do not edit this variable. If you are going to use ASM games, or want to have multiple save games, and you have a TI-83+, you can make a group of r6 and one other variable (you can't have a group with only one variable in it). Key sequence to group: 2nd,+,8,enter,type in the name of the group you want to make,2,select r6 and one other variable (like A) with enter,right arrow, enter Key sequence to ungroup: 2nd,+,8,right arrow,select the group Restore: Loads a game that was quited by [ON]. Avoid using [ON] to exit, as the game can be very easily corrupted, and may disrupt the game's opperation. If you accidently hit [ON], rerun the program and select restore IMMEDIATLY. Then do a proper exit, if you want to. ---Rules of the game--- Setup- There are three different kinds of setups: -Standard -Random Countries -All Random Standard is the normal Risk rules: Each player takes turns placing one unit in any country. In a two player game, each player takes turns placing two of their own units, and one neutral unit. Than, each player takes turns augmenting their units. Random Countries sets the board up randomly, with one unit in each country. Than, each player takes turns augmenting their units. All Random sets the board up randomly, with a random amount of units in each country. -Controls: Arrows: Move cursor (a greyish box) 2nd: Place unit Stat: Bring up information screen Zoom: Zoom to a country. Enter the country's number to zoom there. The country number can be seen in the information screen. Mode: Exit Menu Actual Game- There are 3 phases in a turn: 1. Getting new units. You receive the number of units equal to the number of countries you control divided by 3. You also get more units for owning an entire continent according to this chart: N. America: 5 S. America: 2 Europe: 5 Africa: 3 Asia: 7 Australia: 2 Country borders have breaks in them, whereas continent borders do not. You can also turn in cards in sets of 3: either 3 of one kind, or 1 of each kind(infantry, cavalry, cannon). The amount of units recieved depends on the number of sets previously turned in, according to this chart: Previous Sets: | Amount of extra units ---------------+---------------------- 0 | 4 1 | 6 2 | 8 3 | 10 4 | 12 5 | 15 6 | 20 7 | 25 8+ | add 5 to previous amount You also recieve two units in any one country that a card is associated with when you turn it in. Also, if you have more than 4 cards, you must trade them in. -Controls: Arrows: move cursor 2nd: Place Unit Stat: bring up information screen Zoom: Zoom to a country. Enter the country's number to zoom there. The country number can be seen in the information screen. Mode: Exit Menu Y=: View cards: Card Viewer Controls: Up/Down: Move Cursor (greyish ">") Stat: View the country the card is associated with Alpha: Exit 2nd: Select card Enter: Complete trade in 2. Combat mov't During this phase you may attack from any country you have at least 2 units in, to any adjacent country, as many times as you want. When you attack, you may send up to 3 units, provided you leave at least 1 unit behind. The defender defends with 2 units, if possible. A "die" is rolled for each unit. The highest two dice on each side are matched, as are the second highest. In these pairs, whoever has the highest die roll wins, with the defender winning ties. Examples: Attacker|Defender|Result --------+--------+------------------------ 6 |6 |Attacker loses one unit 3 | | 2 | | --------+--------+------------------------ 5 |4 |Defender loses two units 4 |3 | 2 | | --------+--------+------------------------ 3 |2 |Defender loses one unit |1 | | | --------+--------+------------------------ 6 |6 |Each lose one 5 |2 | 1 | | --------+--------+------------------------ After the attack, if the attacker lost, he may attack again. If the attacker won, then he must move in at least as many moves as he sent. The current player may then attack again. There is no limit to how many times one may attack. After each unsuccessful attack, all the units are pooled together agian, so you don't have to keep fighting with the units you originaly sent. Also, if you finish off a player, you are given his cards. If you now have more than 5 cards, you must immediately trade them in. -Controls: Arrows: Move Cursor 2nd: Select attacking county (Cursor will become a "+") Alpha: Cancel selection Del: End combat movement Up/Down: Select how many units to move in 1,2 or 3: Select target for attack. The nember pressed is the amount sent. Enter: Finish selecting how many units to move in Stat: bring up information screen Zoom: Zoom to a country. Enter the country's number to zoom there. The country number can be seen in the information screen. Mode: Exit Menu 3. Non-Combat movement During this phase, you may move as many units as you want from one country to another (as long as their is at least one unit remaining). This can be done once a turn (or not at all). -Controls: Arrows: Move Cursor 2nd: Select sending country (Cursor becomes a "+")/Select recieving country Alpha: Cancel selection Del: Forfeit non-combat movement Up/Down: Select how many units to transfer Enter: Finish selecting how many units to transfer Stat: Bring up information screen Zoom: Zoom to a country. Enter the country's number to zoom there. The country number can be seen in the information screen. Mode: Exit Menu 4. End of turn At this point, if you have captured a country this turn, you are given one card (just one card, even if you captrued more). You are shown this card now. If you haven't captured any countries, then the turn ends imediately. -Controls: Alpha: Ends turn Up/Down: Moves cursor (greyish ">") Stat: Show which country the card is associated with. ---Note--- --If a player has more than 7 cards, only 7 will be shown and usable. ---Variable Usage--- Used: all letter variables Lists: R,RC,RD,R1,R2,R3,R4,R9 Programs: ARISK,programs that begin with theta are subroutines (end with Q,R,S,T,U,V) All strings Pic2 (Cannot be generated by program) Pic3 (Can be generated by program, but requires Pic2) r6 to save game ___ __/ \ _ / \__/ \ <--- Our Mascot: __/ / The Amoeba. __/ __ | Be Afraid. / / \ \_ Be Very... | | | \ Afraid. \_____ \__/ / Of the... \ / Amoeba. / ___/ ... / __/\__/ Maybe? \___/ For information on Amoebas, see this web site: n7soft.sheddtech.com/amoeba.html