CAMPAIGN for Windows, User Manual
Version 2.1, March, 2000

Program by Dwain Goforth
Milestone Software
1260 Sunset Avenue
Arcata, California, USA  95521  
Phone: (707) 822-1291
E-mail: dwain@humboldt1.com
Home Page URL: http://www.humboldt1.com/~dwain

Welcome to CAMPAIGN for Windows! CAMPAIGN is a strategy board game for
one or two players.

CAMPAIGN requires an PC with Windows 3.x/95 running in 256 color mode
(800x600 with "Large Fonts" is recommended.) A mouse is also required.
CAMPAIGN does not require a sound card, but to play using the supplied
WAV files requires a sound card and WaveAudio support in Windows.

Note: WINCAMP.ZIP is not shipped with VBRUN300.DLL. If this file is
required on your computer, you may download it at
http://www.humboldt1.com/~dwain

CAMPAIGN was formerly known as ARMY and CIVIL WAR. It is now thoroughly
rewritten and updated with many new features.


                        >>> GENERAL INFORMATION <<<

CAMPAIGN has two opposing armies, the Player 1 (blue or "west") Army and
Player 2 (red or "east") Army.

The playing pieces consist of infantry, cavalry and cannons commanded by
one or more Captains. The playing board may include forests, roads,
rivers, walls, bridges and lakes.

The object of the game is to defeat the opposing Captain in battle while
protecting your Captain from attack ("capture the flag").  If you lose
your last Captain, you lose the game.

Each kind of playing piece has its own movement power, fighting power
and fighting range.  For example, cannons are powerful but slow, can
shoot over blocking pieces, break walls and blow up bridges, but cannot
go in the water (though they can ride the rafts.)

Each turn consists in the play of four dice.  For each die, a piece can
either MOVE or FIGHT.  Movement value is determined by the die value,
the movement power of the piece, and the terrain that the piece is on
when it begins movement.  Fight outcome is determined by the die value
and the fighting power of the attacker versus the defender's die value
and fight power.

It's pretty much that simple, either MOVE or FIGHT for four dice per
turn, so the novice can play instantly.  You will find out right away,
however, that defeating an intelligent opponent is no easy matter!
   
In general, to play the game, first design a Landscape, then place Board
pieces (with at least one Captain per side), then set any Options
desired, and then play the game.
    

                            >>> GAME PIECES <<<
 
CAPTAINS - Your captain (tents) must protected at all costs.  They are
handicapped by slow movement (he has to pitch his tent and polish his
boots polished at each stop.) However, captains have the highest
fighting power of all pieces. The captain's attack range is 2 spaces but
unlike all the other pieces CAN ONLY BE ATTACKED FROM AN ADJOINING
SPACE. Because of this, your captain is completely protected if it is
surrounded by your men, water or walls (but see Cannon and walls).

Captains cannot cross water either to move or fight (they don't want to
get their boots muddy) but they can use the bridges or ride the rafts.

Captains can build walls by "Fighting" land, road or forest with a SEVEN
die. Captains may also destroy walls (they carry dynamite in their tent)
by Fighting them, again, only with a SEVEN die.

CANNONS -  The cannons are second in fighting power and can attack from
within 3 spaces except against a Captain for which they have to be on an
adjoining square. Cannons also have the ability to destroy walls by
using a SEVEN die to fight against a wall.

While powerful, cannons are slow (especially on Forest). They cannot
cross water (they would rust) but can use the bridges and rafts.  They
can, however, fight across water (cannonballs fly through the air,
right?)
 
CAVALRY - The horsemen have the greatest move ability. They can cross
water (if the far shore is within range) but the WATER WILL SLOW THEM
DOWN TO JUST REACHING THE FAR SHORE no matter if the move distance is
greater.  Their fighting power is moderate and they can attack within
three spaces.  Fighting across water will REDUCE their fight power (the
value of the die will be decreased by one.)
 
INFANTRY - The foot soldiers take the brunt of the fighting and are
often called on for suicide missions (just like real life.) They have a
fight power of one and a move ability of one times the die.  They only
have an ATTACK RANGE of ONE SPACE. They can move across water with the
same restrictions as cavalry.
 
NOTE: The registered version of CAMPAIGN comes with tables of Move
Power, Fight Power and Fight Distance ratios to help understand the
abilities of the various pieces on the the various types of land.


                           >>> TERRAIN <<<
 
ROADS -  Roads, as you might expect, allow the greatest movement for the
pieces. Roads are fast paths, especially through forest. Do be aware of
the subtle turns in the roads as you may not find out you landed in
forest until it is too late.

LAND - Land is only slightly slower than Roads in distance that a piece
may move.

BRIDGES and RAFTS - Moving from a bridge or raft has a moderate move
value.
 
FOREST - Rate of movement in the forest areas is the slowest possible.

Note that the move ability of a piece depends only on the type of land
the piece STARTS from, not the land it crosses. For example, crossing
forest from a start on a road still gives the move ability of roads.

WATER - The rivers and lake on the board are barriers to captains and
cannons (except for bridges and rafts).  No piece can land on water but
cavalry and infantry may be able to cross it. Water slows down travel
and weakens the fighting power of Cavalry. There may also be mines in
water.
 
WALLS - Walls are barriers to all pieces, but can be broken down by
Captains or Cannons fighting them with a SEVEN die. No piece can fight
across a wall, including Cannons, no matter the normal range.
 
RAFTS - Rafts provide transport across lakes or up and down rivers.  All
you have to do is move to them and you will be on your merry way.  Note
that the raft will stay on the other side until you get off and you or
your opponent again moves back on to them.

MINES - If you have enabled the random mines from the Options Menu there
will be a variable number of randomly placed mines on the board. If a
mine is within your movement range you will see a warning message in the
Control Box. If you land on one or cross over one say goodbye to that
piece (including your Captain!) It is possible to deduce where the mines
are and try to lure an enemy over one. Mines may also be in water. If
you cross a mine while on a raft you will lose your piece, but the raft
will continue on its journey.

Please note that when you play against the computer, the computer knows
where the mines are (if on land) and will NOT land on them! However,
since rafts move semi-randomly, the computer as opponent may still land
on water mines.
 
Again, please note that the registered version of CAMPAIGN comes with
tables of Move Power, Fight Power and Fight Distance ratios to help
understand the abilities of the various pieces on the the various types
of land.


                        >>> GENERAL RULES <<<
 
When you fight, the computer will role the opponents defense die,
announce the winner and display the score.

No piece can move past an enemy piece if the path (determined by the
computer, of course) would land on the location of the enemy piece. You
will see a "blocked by enemy" message.
 
Also, Captains and Cavalry cannot fight a piece if the path to that
piece is blocked by an enemy piece.  This is not true for Cannon because
cannonballs fly through the air, remember?  And Infantry can fight only
one square away, anyway.
 
You are given the option to back out of a move or fight by hitting the
Cancel Button in the Move or Fight Box. This will take you back to the
Control Box where you may choose another die.

Occasionally, a Captain, Cavalry or Cannon piece will be defeated, but
instead of being completely destroyed, it is changed into an Infantry
piece.  This is because the difference in the attacker's and defender's
score is less than a certain ratio. In other words, you have only
destroyed the tent, knocked the man off his horse or disabled the
cannon, not the cannoneer.

If you enable Reinforcements from the Options Menu, you (or your
opponent) may occasionally recieve reinforcements at the edge of the
board closest to a Captain.


                    >>> SAVING CAMPAIGN GAME BOARDS <<<

It is recommended that game layouts be saved after designing the
landscape and board pieces, but prior to playing the game. The file
extension for CAMPAIGN board files is .BRD (naturally enough.)

Games may be saved either during design (at the Main Menu) or while
playing the game (from the Control Box.) You may save in the middle of a
game and come back to it later, but remember to give the the board file
(filename.BRD) a different name than the original start configuration.

TIP: If you name a game board "DEFAULT.BRD" it will be automatically
loaded when CAMPAIGN is first run!

NOTE: The Shareware version of CAMPAIGN does not allow the saving of
game boards. You will have to use the supplied game boards or design one
from scratch. The Registered Version allows saving game boards at any
time and comes with a variety of nifty board files.


                        >>> LANDSCAPE DESIGN <<<

Choosing this routine from the main menu will bring up the Land Design
box from which you may select the various land types and place them on
the board. Simply click on one of the land type icons with the left
mouse button and place it on the board.

Note that in order to draw diagonal roads and bridges, special larger
images are included. They are actually sets of 4 pieces designed to make
the board look more realistic. To place them, click on one and then
click on the UPPER LEFT CORNER of the 4-piece location you wish to place
them at.

There is no limit to the number of rafts and walls you may place.

TIP: While using the small land pieces, you may "wipe" the board by
holding down the left mouse button and dragging the highlight over the
board. When you release the mouse button all the land in the highlight
will become that type of land. Thus, you may cover the entire board with
one wipe if you desire (starting with all forest or all land or all
water if that helps your land design objectives.) If Board playing
pieces are already on the board, they will be left alone UNLESS you are
changing to WATER or WALLS, in which case the Board piece will be
removed.

TIP: Be sure to place RAFTS where they have a chance of crossing water.
It is possible to locate them in too small of an area where they might
get stuck and not function correctly.

TIP: You may also double-click the left mouse button to set any land
type to LAND.

TIP: In many cases it is advisable to first design all land elements
EXCEPT rafts and walls, then go to the Board Design routine and place
your pieces and then come back to the Land Design for optimum placement
of rafts and walls.

When satisfied, hit the <Done> button to return to the Main Menu where
you may save the board file.


                            >>> BOARD DESIGN <<<

Like the Land Design, choose the icon you wish to place and click on the
land to place it. Double-clicking will remove the piece. Remember you
cannot place pieces on top of Walls or Water. You may "wipe" pieces onto
the Board by holding down the left button, dragging the mouse to
highlight an area and then releasing the mouse button. All allowable
area will be covered by that piece (not including walls or water.)

Note: There are no limits to how many pieces you may place on a board,
but be reasonable!

TIP: Remember that the object of the game is to defeat ALL opposing
Captains so you must have AT LEAST ONE CAPTAIN PER SIDE.


                        >>> OPTIONS BOX <<<

Before (or during) game play you may set the following options:

PLAYER NAMES: Enter the name of the players, with up to 24 characters.

FIRST PLAYER: Choose which player goes first.

COMPUTER PLAYER: Choose which player is the Computer opponent.

ENABLE MINES: If selected, a variable number of mines will be randomly
placed on the board (including under water and walls.) Please note that
if the Computer Player is active, it will know the location of the mines
(I wanted to give it some kind of advantage.) It will never land on a
mine on dry ground, but since rafts move randomly, the computer opponent
may hit a water mine.

ENABLE REINFORCEMENTS: Reinforcements, if enabled, will come randomly,
but not too often. As the number of pieces on the board is decreased,
the chance of receiving reinforcements will go up. Even if enabled, not
all games may see reinforcements arrive (I wanted to make them rather
rare.)

ENABLE .WAV SOUNDS: CAMPAIGN comes with three sound files, BASIC.WAV,
FIGHT.WAV and TURN.WAV. These must be installed in the same directory as
your WINCAMP.EXE file. This directory must also be the "Working
Directory" for the CAMPAIGN icon in the Windows File Manager. The sound
files are played thorough Windows' WaveAudio driver. Sound volume must
be controled by your driver's control program (usually called
MIXER.EXE.)


                          >>> GAME PLAY <<<

During game play you will using the following command boxes: CONTROL
BOX, FIGHT BOX, MOVE BOX and SCORE BOX

CONTROL BOX: The Control Box is where the dice are rolled. Just choose a
die and hit either the Move or Fight button. You may also save the game
in progress, go to the Options Box, toggle the Score Box or quit the
game back to the Main Menu.

TIP: The MOVE BUTTON is the default command when a die is selected. You
may go straight to the board and click on one of your pieces to move
with the left mouse button.


                          >>> MOVE BOX <<<

Once you have selected a die and chosen to move, just click on one of
your pieces. You will then see the bright green highlight of the MOVE
DISTANCE the piece may travel. The distance depends on the value of the
die, the move power ratio of the piece and the terrain under the piece.
Click again (left mouse button) to the LOCATION you wish to move.
Remember you may not land on Water, Walls or another piece, and you may
NOT cross walls, cross water (if Captain or Cannon) nor cross an
opposing piece. Thus your actual move range may be limited to less than
the green highlight area.

If you do not wish to use the piece you selected, simply select another
on YOUR OWN pieces and the highlight will center on it.

If you do not want to use the die after all, or wish to fight, then hit
the <CANCEL> button to return to the Control Box.

Once you have selected the destination location, the program will move
your piece, checking the intervening locations for rule violations. If
mines are enabled, well then watch out!

TIP: When mines are enabled, the Move Box will display the warning "MINE
DANGER" if a mine is within the green highlight area. By choosing
different dice and different pieces to move, you may be able to deduce
the exact location of a mine.

                           >>> FIGHT BOX <<<
 
To Fight, hit the Fight Button in the Control Box after you have
selected a die. Then choose YOUR PIECE to fight with (left mouse
button.) The Fight Distance will then be highlighted with red. Then,
either choose the OPPONENT'S PIECE to fight, or select another of your
own pieces to fight with.

The program will first check that the location is valid and you are not
fighting across walls or water (if Captain.) It will then roll the
opponent's die and display the score and outcome. Then hit the Done
Button to return to the Control Box and select the next die.

Remember that Captains, horses and cannons may be reduced to Infantry if
the attack/defend power ratio is less than a certain ratio.

Remember that in order to fight a Captain, you must be next to it, no
matter what your fight distance may otherwise be.

To build walls, "fight" land, road or forest with a SEVEN DIE and a
CAPTAIN.

To destroy walls, "fight" walls with a SEVEN DIE and a CANNON or
CAPTAIN.

Note: The program does NOT look for mines during a fight, even if one
might be in an intervening square.

                          >>> SCORE BOX <<<

You may enable the Score Box from the Control Box. Scores are increased
(or decreased) based on fighting outcome, landing on mines, building and
destroying walls and raft trips. In general, the highest scoring is when
a low value piece (like Infantry) beats a high value piece (like
Captains and Cannons) during a fight.

Note: Remember that the LOSER of the game will be the player who loses
their last Captain, no matter what score they may have.

Note: The registered version comes with notes describing just how
scoring is summed.



                >>> A NOTE ON WINDOWS VIDEO MODES <<<

CAMPAIGN may be played at all video modes (640x480, 800x600, 1024x768,
etc.) provided it is in 256 colors. The number of squares on the board
is adjusted to match the viewable screen, that is 640x480 will have less
available squares than 800x600, etc. up to the current limit of 32
columns by 24 rows.

The game was designed using 800x600 screen mode with 256 colors and
Windows "Large Fonts." Other modes should work properly, but I would
appreciate any comments or suggestions.

                           --------------- 
                               
                           * LEGAL STUFF *  

CAMPAIGN for Windows is Copyright, 1989-2000 by Dwain Goforth. All
Rights Reserved.

This version of the game is Registered. Distribution by any means is 
prohibited. Modification of the original source files is also prohibited.

    Dwain Goforth
    Milestone Software
    1260 Sunset Ave.
    Arcata, CA 95521 USA  
    (707) 822-1291
    E-mail: dwain@humboldt1.com
    web site: http:\\www.humboldt1.com\~dwain

 
                            * DISCLAIMER *  

This game was written by a near-pacifist.  Any references to real
armies, fighting, killing or politics is purely coincidental to the goal
of producing a fun game. This game is for humans.

Have fun and THANK YOU FOR REGISTERING CAMPAIGN!
