
    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!!!
